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![]() Electret TitleThis was my final project at Full Sail University. It was a team project. My responsibilities included level design, mechanics design, scripting (Kismet), and documentation. Electret won the final project competition. | ![]() Electret 1The player would navigate the levels using the Electret device, which is essentially a magnetic device used to attach boxes to grates. This can provide transportation, cover and even stop enemies. | ![]() Electret 2The game is 2D, but we felt a deep, immersive background really made the entire game feel more alive. This is one of the major sewer levels and you can see the sewage flowing everywhere. If the player touches the sewage, they die. | ![]() Electret 3The rings were our collectible. It gave the player something to attain while allowing us as designers to coax the player into heading certain directions. It also allowed us to create hidden rooms everywhere. The addition of the scoreboard let players know that if they were near the exit and were missing rings, they instinctively knew they missed some secrets and they have the option of turning around. |
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![]() Electret 4This is another example of the sewage dumps. Some of them switch off and on, and we used lights to communicate that. The green light means the sewage is flowing. If the light turned red, the sewage would stop. It would then turn yellow to warn the player of the oncoming sewage and then green again. | ![]() Electret 5The levels were a mix of underground, in a sewer, in a building and in a factory. The locations told the story of the robot who was trying to escape the factory. |
Electret (UDK)
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