SMU Guildhall Graduate Catalog Spring 2019 — Cohort 27 | Page 56

Dominique Stafford Level Design « “Cruel Sanity” “Cruel Sanity” helped me realized what I important element as it created interesting man-hours to create something that best attainable from defeating bosses. The wanted to do as a designer. I spent 140 represented me. This project was made with the intention of being like a World Wrestling Entertainment (WWE) Pay-Per- View. The design process developed after I selected a theme song for “Cruel Sanity.” The goals for the project revolved around scripting, custom weapons, and boss fights. Scripting was a huge part of making the project run smoothly. I made it to where the player could be able to end “Cruel Sanity” whenever the option was available. Custom weapons were an 56 LEVEL DESIGN gameplay. These weapons were only boss fights were the central focus of this project. I tailored each room to the boss’ fighting style and kept in mind the player’s survivability.