Kila: Hourbound

Trailer

Kila: Hourbound is a 3rd Person Action-Platformer. I led a team of 8 designers to create 4 distinct combat and platforming levels.

Team Size: 27 Developers

Software: Unreal Engine 5.6

Development Time: 6 Months

Role/Focus: Lead Level Designer / Narrative Designer

Coming Soon on Steam!

Details

Lead Level Design & Goals

My Roles and Responsibilities

  • Led a team of 8 Level Designers in prototyping, designing, and iterating on the core game pillars

  • Worked alongside the Game Designer to create the gameplay vision and narrative for the game

  • Planned and created tasks, goals, and managed scope for each milestone across the entire project

  • Created worldbuilding and lore for the environment and main character

  • Design two main paths to allow players to choose which playstyle suits them

  • Design an experience for speedrunning & combat-focused players

  • Create boss encounters that utilize the platforming skills the player learned from the level

  • Write concise and consistent lore for the in-game journal

Design Goals

  • I worked closely with the Game Designer to create Kila’s inner voice based off of references and feedback

  • From that, I created three different voices for the main character to base her tone for the journal and in-game dialogue before deciding on one

  • Met consistently with the design team and other disciplines to discuss progress and work through blockers

  • Collaborated closely with the leads of other disciplines to make game-wide decisions

  • We brought in industry professionals to playtest and give feedback, which turned into conversations on how to blend our vision and their expert feedback

Iterating on how to keep player tension with time and enemies, without it feeling too overwhelming

Broke down design tasks into four categories and sprint planned for prototype/pre-production

Post-Mortem

What went well?

Team Bought In Early

  • We spent a bit of pre-production on ensuring the team expressed their ideas and felt included in the game design discussions, which led to the team buying in quickly

    Strike Teams

  • Splitting the design team into strike teams (Level, Systems, Balancing, QA) let designers own what they worked on while also working across different disciplines and float between teams

Combat Scope

  • Combat was a major risk and scope concern for the entire game. We ended up with good feeling combat, but there are many parts we wished we could go deep on but could not because of our scope

Pipeline Issues

  • During Vertical Slice, designers had to flex to help push another discipline across the finish line and after that, the communication pipeline broke down when designers were expected to continue the same extra effort. During the next sprint planning, we brought in both sides to discuss and resolve the break in pipeline

What needs improvement?

What did I learn?

People Communicate in Different Ways

  • I learned very early on that my designers communicated differently than I did and I adapted to fit their communication style instead of forcing what wasn’t the best for the team

    Keeping People in the Loop

  • I learned that people are not usually upset at the feature being cut but not knowing why or the context surrounding the cut. Keeping the team updated on potential decisions and getting their opinions keeps them engaged in their work