ARMONI WILLAIMS LEVEL DESIGNER
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Project Avatar

Project Overview

Team of 18 - A Team Lead - Lead Level/ Game Design – Asset placement – Scripting - Blocked Out 

Project Avatar is a mobile puzzle game that expands on OptoSigma’s Project Avatar comic series. Set aboard a space station, players solve challenging puzzles to restore power, repair the transportation ring, and ultimately escape. The gameplay is designed to be both engaging and immersive, while seamlessly integrating narrative elements that connect to OptoSigma’s original material.

As Lead Level & Game Designer on the project, I was responsible for blocking out the map, developing floor plans, and integrating art assets into the environment. I collaborated closely with other designers to shape the overall gameplay flow, splitting tasks to ensure smooth development and consistency across the game. I also coordinated with artists to request models and provided guidance on how they would be implemented within the levels. Beyond design, I served as one of the primary contacts for our client, OptoSigma, ensuring the game aligned with their vision, preferences, and overall goals.​​
Design Goals
  • Game-Based Marketing: Use the game as an interactive tool to promote and expand awareness of OptoSigma’s company
  • Engaging Puzzle Design: Develop puzzles that challenge players while remaining accessible and rewarding to solve.
  • Immersive Environment: Contributed to building a believable space station setting through thoughtful layout, floor plans, and asset placement in the areas I designed.
  • Collaborative Development: Work closely with other designers and artists to divide responsibilities and maintain a consistent vision.
  • Client Alignment: Adapt design decisions based on OptoSigma’s vision and feedback to ensure the game reflected what they wanted.


Scripting 
  • Numeric padlock: Players must locate a sticky note containing a four-digit code and enter it to unlock the desk, encouraging exploration and attention to detail.​
  • symbol-based padlock: Players are required to find three symbols scattered throughout the space station and input them correctly to open the door, integrating puzzle-solving with level navigation.​

Level & Environment Design – Space Station
  • Immersive Environment: Blocked out and contributed to the space station layout to ensure areas I designed felt believable and navigable integrating corridors, rooms, and interactive objects to guide player movement.​​
  • Art Asset Placement: Strategically placed props and environmental details to enhance immersion while subtly directing the player’s attention to important gameplay elements.
  • Puzzle Integration: Positioned puzzles, such as generators, padlocks, symbols, and coins, logically within the space, ensuring a smooth flow and consistent challenge.
  • Player Guidance: Incorporated visual and environmental hints (White board above generators) to help players discover how to activate generators and progress through the level.
  • Home
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    • Rise Of The Shogun
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    • Dead Time
    • Monsters & Rizz
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