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Toro

Toro was a collaborative project I worked on with a development team of 20 with my role being a Junior designer.

Project length = 6 weeks

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Behind The Scenes

The game is a parkour time-trial game set in Spain with the player having to escape the running of the bulls. My first responsibility as a designer was contributing to a team written GDD as well as controlling scope. However as the project progressed I took on more responsibilities. I first started with my workflow of making levels described in What Goes Bump in the Ruins, which aimed to create 1 playable level a week. This worked out well as I churned out 2 levels for the final build whilst being relatively bug free.

Level 5 Design

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Level 7 Design

Level 7 Design

Level 5 Screenshots

Level 5 Showcase 1.jpg
Level 5 Showcase 2.jpg
Level 5 Showcase 3.jpg
Level 5 Showcase 4.jpg
Level 5 Showcase 5.jpg

Level 7 Screenshots

Level 7 Showcase 1.jpg
Level 7 Showcase 2.jpg
Level 7 Showcase 3.jpg
Level 7 Showcase 4.jpg
Level 7 Showcase 5.jpg

Level 5 Pathing

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Level 7 Pathing

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Mechanic Diagrams

Breakable Object final.jpg
First Person Camera 1.jpg
carrige 2-2.jpg
Bulletin 1-1.jpg

Normal Wall

Third Person Camera 3.jpg
Toro Control merged ratio 1.jpg
Lookback 1.jpg
Main Gameplay loop 1.jpg
Mantling 1.jpg
Pipes 1-1.jpg
Window 101.jpg
Critical State 1.jpg
Tomato 1.jpg
Wallrunning 3-3.jpg
Zipline 1.jpg

Documentation

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Documentation 3.jpg
Documentation 4.jpg
Documentation 5.jpg
Documentation 6.jpg
Documentation 11.jpg
Documentation 7.jpg
Documentation 12.jpg
Documentation 8.jpg
Documentation 13.jpg
Documentation 9.jpg
Documentation 14.jpg
Documentation 10.jpg
Documentation 15.jpg
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Documentation 17.jpg
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Documentation 21.jpg
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Documentation 20.jpg
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Once these levels were designed I swapped to constructing the UI, creating just mockups and then in game assets due to severe time constraints which I gave to the tech team to implement as. At the week 3 mark, I was the head of a play test session to gather feedback which I made more interesting to testers by having a physical leaderboard for the quickest times with prizes included which unsurprisingly led us to be the most played game. The last 3 weeks consisted on reducing scope and refining the overall experience, iterating and bug fixing levels followed by me creating tutorial videos for use in game and marketing assets (Trailers and screenshots)  

Miro

Miro 1.jpg
Death 1.jpg
level 1.jpg
main 2.jpg
main 2.jpg
Death 1.jpg
level 2.jpg
main 3.jpg
Main 3.jpg
Main 4.jpg
upgrade 3.jpg
vic 1.jpg
In game 2.jpg
In game 4.jpg
In game 6.jpg
upgrade 4.jpg
vic 2.jpg
In game 3.jpg
In game 5.jpg
In game 7.jpg
Ingame 1.jpg

Skills Learnt

  • Efficient level design workflow

  • Delegating tasks within a team

  • Source control with github and sourcetree

  • Remote working with other developers

  • Exploration of game design such as tutorials and optional paths for players to experiment with

Skills Used

  • Unreal Engine 5

  • Miro

  • GDD Creation

  • Github and Sourcetree

  • JIRA

  • Confluence

  • Photoshop

  • Iterative design

The project was extremely successful as Toro received live feedback by rockstar and won 2 Awards, that being Most Replayable and Best Single Player Game by industry judges which pushed the game to be top 3 out of 30 candidates

Launch Trailer

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MicrosoftTeams-image (5).png

Alex Mckie - Level Designer

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