Play as the clashing couple Cody and May, two humans turned into dolls by a magic spell. Trapped in a fantastical world, they’re reluctantly challenged with saving their fractured relationship by the suave love guru Dr. Hakim. A huge variety of gleefully disruptive gameplay challenges stand between them and their return to normal.

Summary

Specification:

  • Release date: 2021, Mars 26th
  • Engine: Unreal Engine 4
  • Genre: 2 player Co-op, Action adventure platformer



    • Level: Tree "Fresh Air" - Blockout design, Scripting, Gameplay implementation & networking.
    • Level: Cuties Death "The Queen" - Blockout design, Scripting, Gameplay implementation & networking.
    • Level: Garden "Trespassing" - Blockout design, Scripting, Gameplay implementation & networking.
    • Level: Garden "Boss Fight" - Blockout design, Scripting, Gameplay implementation & networking.
    • Level: Music "Setting the Stage" - Blockout design, Scripting, Gameplay implementation & networking.
    • Level: Music "Symphony" - Blockout design, Scripting, Gameplay implementation & networking.
    • Level: Snowglobe "Warming Up" - Initial Blockout design, Puzzle design & Late Polish pass.

    • Minigame: Batting team (Baseball) - Designed, scripted and networked the Baseball minigame .
    • Minigame: Trackrunner- Designed, scripted and networked the Trackrunner minigame.

      (Also scripted and designed several side content interactions such as: Larva Spa, mini-carousel, walkie talkie, radio, drawing toy, confetti-shooter, singing fish, heaven meditation, old picture toy and many more)
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It Takes Two

My responsibility during "It Takes two" ranged from building blockouts for levels, prototyping mechanics, creating side content and scripting narrative gameplay moments. The two main chapters I worked on was Garden and Music but I also supported and helped other Level designers with their levels in various ways, all the levels I had ownership over and was responsible for was taken from early prototype stage to final product while coordinating with both Artists and programmers. This included bug fixing and networking of all the scripting that was present in the levels.

(Cutie "The Queen")

(Tree "Fresh Air")

(Music "Symphony")

(The Attic "Setting the stage")

(Joy "Garden Boss fight")

(Garden "Trespassing")

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Besides building levels blockouts and prototyping mechanics I also had several side-content interactions/minigames I was responsible for. They were all taken from early prototype stage to final polish while coordinating with Artist and Animators, these interactions were all placed out in different hub areas and locations throughout the entire game.

Levels - Responsibilities & contributions

Level Design - Highlights

Minigames & Side Content

Screenshots