
Description:
Calcium Overdrive is a project that I worked on with a small team of 4 designers, 1 developer, and 3 artists. Calcium Overdrive is a First Person Parkour Slasher that allows players to traverse levels while killing hordes of enemies in these fast-paced environments.
Game Engine:
Unreal Engine 5.2
Project Duration:
4 Months
Project Role:
Lead Level Designer, Game Designer
Prototype Levels
MVP 1
Early Rapid Prototype
3 weeks into the development cycle we had our basic movement and combat system implemented and wanted to start testing a general level flow for each

MVP 2
Early Boss Fight Prototype
I designed our main character’s dynamic sliding mechanic. The slide increases player speed at a certain angle downward and decreases it while going upward. Sliding on a level surface gradually slows players until they stop. Managing animation systems and blueprints, I implemented logic to transition players into a crouched/crouch walk state when their speed dropped to a point where standing was not possible.

Devoured Souls
Enemy Spawning & Multi-Phase Boss Fight Prototype
The level starts with the player spawning in front of a portal where the player can see a broken staircase leading them to the entrance of this large Gothic Palace where the Milkomancer resides. Behind the portal is what looks like a broken bridge/walkway that has floating railings and debris around it.

(S)kill Multiplier
Altering Overall Level Trend & Incorportaing All Mechanics
As lead level designer, I iterated on an IPM chart for features and mechanics to balance player instruction without overwhelming them. This guided the overall flow of levels and the game at both macro and micro levels.

Upgrade Shop / Training Grounds

Upgrading Player Character & Practicing Mechanics
- Spawner Boss
- Time Slow Ability
- Soul Devourer Sword
- Upgrade Shop/Training Grounds
- Upgrade UI/Logic
- Interaction Logic
