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Imora 40K

University group project · Level Developer

As Level Developer on this group project, I built two scrolling environments using a workflow from Photoshop layouts to game data. The Photoshop canvas matched the game's coordinate space, allowing object positions to be transferred into level and environment records. The C++ and SFML game loads those records to construct platforms, traps, goals, and layered scenery within the supplied LJMU framework.

My runtime work included moving platforms driven by elapsed time and a configured amplitude, camera tracking, and parallax layers. I coordinated level resets and transitions, and worked with the Player Developer on collisions involving landings, walls, ceilings, traps, and goals. This connected the authored layouts to the player's movement and progression through both levels.

My contributions

  • Visual level layouts translated from Photoshop coordinates into game data.
  • Moving platforms, traps, layered scenery, camera tracking, and parallax.
  • Level resets and completion flow, plus collision work with the Player Developer.

Technical details

Level authoring

I arranged the environments in Photoshop using an image size that matched the game's coordinate space. Object coordinates then became records in the level and environment data files. The game loads those records to create platforms, traps, goals, and visual layers.

Runtime behaviour

Moving platforms use elapsed time and a configured amplitude for vertical motion. The camera tracks the player's progress and layers move at different rates for depth. I worked with the Player Developer on landing, walls, ceilings, traps and goals, and coordinated resets and transitions between the two levels.

Project context

A group project built on the LJMU framework supplied by the University. My role was Level Developer, with shared work where player and level behaviour overlapped.