OLIVER JONES
Level Designer
Role: Level/Systems Designer
Team Size: 7
Engine: Unity
Development time: 1 week (Game Jam)
Ever wanted to push the food trolley on a train? Well now you can!
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Take orders, make hot beverages and deliver an excellent level of customer service, all while fighting to stay balanced on a bumpy train. Try not to spill any coffee while handing an old man his tuna mayo sandwich (unless he deserves it!).


Personal Contributions

​Level Design

Systems Design

Pitching
Additional Contributions
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Version Control Management.
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Working with Programmers and giving feedback upon effects within the game.
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Working with Artists to ensure that level design blockouts can be replaced easily.
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Working with Writers to ensure overall cohesion with the narrative.
Level Design
Given that this was done in a 1 week game jam, there is only a bit of level design done as most of the focus was on the systems. However that being said there was still focus on where the game took place and where the player would be going within the level.
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Since it was a game jam, the theme was "CONSEQUENCES" and the diversifers were a 2-minute play time, a high score table and an underground train. This meant that the level design took place on an underground train, where there wasn't much space to move other than up and down the aisles of the train.
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I decided to add an area for prepping all of the drinks and food items, and then the player would have to walk back and forth delivering the orders. The gameplay was at risk of being very repetitive and boring, so to counteract this, I decided to pitch an idea of the train moving which the player would then have to balance the drinks in order to not spill them.
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Systems Design
The overall idea of the game was that you had to take orders from customers and then giving them what they want. This resulted in the player having 3 objectives:
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1. Find out what the customer wants.
2. Make the order.
3. Deliver the order back to the customer.
The player would have an area to prepare the food and drinks, whereby they would have to make sure that they don't spill them on trolley when delivering them back to the customers. If the customer had to wait for too long, then that would leave them unhappy and lose the player points.
There would be a range of drinks that customers could choose from, so this meant that players would have to take notes about what exactly each customer wanted. Sometimes customers would request drinks at the same time, meaning that the player would have to make multiple drinks at the same time which can be challenging as time goes on.