Game Description

Flight is a 2D Platformer in the vein of Super Meat Boy, that utilizes a triple Jump Mechanic and a Glide Mechanic to traverse seemingly impossible obstacles.

 

Development Overview

Aesthetic: Challenge
Production Length: 4 Weeks
Completed: October 4, 2011

In-house Engine: Zero Engine
Scripting Language: Python

 

For this 2D Platformer, I wanted to give the Players the impression that the obstacles in front of them were impossible to overcome. In order to give the Players this experience, I had to come up with a set of mechanics that would give the Players a large degree of control. With the use of the Triple Jump mechanic, it gives the Players the ability to correct their mistakes. The Glide mechanic was added as a supplement to the Triple Jump as it allowed the Player to have much greater in air control and would allow me to create some interesting challenges with the Glide mechanic. Wall Jumping was added help with vertical movement and could be used with the Triple Jump to clear large distances.

When creating the Levels, I had to pay careful attention to how I created the Levels, particularly when introducing new elements and/or expanding on those elements. I needed to have a steady progression of difficultly in order to make sure that the Player could understand that the task in front of them only seemed impossible, but they did in fact have all of the tools they needed to complete it.

As I was working on this game, I was also teaching myself Python and the brand new Digipen created 3D engine, Zero Engine. The only Scripting language I knew prior to Python was ActionScript. The engine at the start of development was in its early phases, so much so that clicking on a certain button would often crash the Engine and sometimes corrupt the project.



Trailer

Screenshots

Get the Game

 

 

 

 

 

Download:

Flight.exe

  Contact Information:

Jonathan Gregoire - Game Design
JonathanAGregoire@gmail.com

  Updates

July 2020

Started at Ready at Dawn as a Senior Level Designer on an unnanounced project.

 

March 2020

Last days at Naughty Dog working on The Last of Us Part II.

 

September 2019

Shipped the Last of Us Part II press demo level "Patrol".

 

May 2018

Started working at Naughty Dog as a Contract Single Player Level Layout Designer on The Last of Us Part II

 

December 2017

I started doing contract work for a start-up company called MyPad3D that focuses on VR experiences for corporate products.

 

More interestingly, I have begun to prototype my own card game on the side and have been volunteering with Sunbreak Games on an unannounced product.

 

July 2017

With a heavy heart, E-Line Media has shut down the Seattle studio, laying off everyone including myself. I am currently looking for new opportunities.

 

November 2016

Began working at E-Line Media again as a Level Designer on an unannounced and untitled game.

 

October 2016

Updating my website to reflect the work I did on the Forest Song with Colabee Studios. Unfortunately due to funding issues, I am no longer with them, so I am currently looking for new opportunities.

 

December 2015

Lots of new stuff since I last updated. Added in a short comic I made called Old Debts. Also have put up information about my role(s) on Never Alone and Never Alone: FoxTales.

 

January 2015

Promoted to Lead Designer on Never Alone: FoxTales at E-Line Media.

 

Summer 2014

Graduated Digipen as a BAGD and with a Cum Laude. Started working at E-Line Media as a Level Designer.

 

March 2014

Uploaded a new Beta build of Chained. Also just put up the old builds of the game for anyone interested in our very quick process and progress.

 

January 2014

I recently wrote a paper that was published for the IGDA about the benefit of Paper Prototyping. You can read it at this following link: http://newsletter.igda.org/2013/11/30/student-beat-faceoff-the-influences-of-board-games-on-video-games/#!

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© Jonathan Gregoire - Game Design