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Jerry Nacier

Level Designer

Descend Into Stone

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​​Contributions
  • Designed two of the four areas from paper prototype to final whitebox/collision pass
  • Documented level flow and user experience of two areas
  • Assisted in the creation of the game's puzzle mechanic
  • Playtested and refined puzzles according to feedback
  • Worked with art team to balance world-building and pacing
  • Collision passed two areas
Project Overview

Role: Level, Puzzle Design

Engine: Unreal


Duration: Jun 2017 – Apr 2018 (10 months)

3D, third-person, action-adventure game where the player wields a cursed spear. To end the curse, they must find its source within the ruins of an ancient and advanced civilization.
Design Process & More Details

Unannounced Title

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Project Overview

Role: Level, Mechanics Design

Engine: Unity


Duration: Sep 2020 – Oct 2020 (2 months)

 Level Designer (Contract), Australian VR studio (NDA)
Contributions
  • Planned and sketched a five minute level from both macro and micro perspectives
  • Conceived (level) theme, encounters, and new mechanics/features to synergize with level
  • Wrote and illustrated clear design documentation

Space That Thing

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​Contributions
  • Whiteboxed and finalized two of three major rooms of the ship
  • Assisted in redesigning the functionality of all rooms and hallways
  • Collaborated with art team and studied scene composition to polish the ship
Project Overview

Role: Level Design

Engine: Unreal


Duration: Feb 2017 – Apr 2017 (3 months)
3D, 5-player, sci-fi, horror, hidden identity game about spaceship management and celestial monsters.
Design Process & More Details

A Boy and His Block

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Focus: UX, Level Design
  • Dynamic camera, dynamic particle systems, lighting
  • Visual effects and sounds to polish aesthetic
  • 3 simple, yet charming, levels
Project Overview

Engine: Unity

Duration: Jan – Feb 2017; Sep – Dec 2017 (4.5 months)


2.5D voxel-based platformer. After being trapped and lost in a cave, the boy and the block creature must work together to get home.
Details & Gallery

Dark Shot VR

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​Contributions
  • Built the foundation for tutorial and main menu level
  • Created detailed documentation for the tutorial and main menu level
  • Prototyped the diegetic UI
Project Overview

Role: Level, UI, UX Design

Engine: Unreal


Duration: Jan 2017 – Feb 2017 (2 months)
In Dark Shot VR, the player assumes the role of an archer in a simulated target range. Aggressive holograms march toward the player from projected buildings, and the player, using the two HTC Vive controllers, must nock arrows and fire them toward the waves of enemies.
Design Process & More Details

SHFT

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​​Contributions
  • Co-created project mind map
  • Designed all 15 game screen types and all associated dialog boxes
  • Planned and documented all user interaction flow
  • Paper prototyped and mocked up low, medium, and high fidelity screens
​Project Overview

Role: UI, UX Design

Engine: Unity


Duration: Jun 2017– Sept 2017 (4 months)

2D, mobile, maze-like, zen, puzzle game.

Mind Map:

wingspan.xmind
File Size: 542 kb
File Type: xmind
Download File

Design Process & More Details

Paper Cut

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​Contributions
  • Drafted 10 levels; playtested potential game mechanics and puzzles
  • Refined 20 levels, balancing spatial fidelity and the game's aesthetic uniquity
  • Enchanced engagement by implementing player movement abilities
  • Scripted dynamic elements to animate game world
  • Conceptualized and finalized 50+ characters and props
Project Overview

​Role: Level, Mechanics Design; Gameplay Scripting; Artist

Engine: Unity

Duration: Sep 2015 – Dec 2016 (1 year, 3 months)
3D Adventure platformer set in a world made out of cardboard. One day, amidst impending catastrophe, the player gets news that their friend, the scientist, has perfected a new technology that will save the  world. On the way, the player wanders through the cardboard universe, meeting new friends and interacting with the world through cardboard mechanics.                          
Design Process & More Details

Lunazoa

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​Contributions
  • Designed 4 out of 5 levels and their puzzles
  • Handled 3D assets and constructed levels
  • Designed enemy behavior and appearance
Project Overview

Role: Level, Puzzle, Enemy Design; Concept Art

Engine: Zero Engine (Proprietary)


Duration: Feb 2014 – Apr 2014 (2 months)
2.5D action-puzzle platformer that combines underwater, tentacle-based physics with exciting, dynamic action-adventure gameplay.
(Second freshman project)
Details & Gallery

girl, i see right thru u

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​Contributions
  • Finalized HUD elements
  • Created detailed cutscene avatars for all 10 major game characters
Project Overview

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Role: UI/UX Design; Avatar Artist

Engine: Unity


Duration: Sep 2014 – May 2015 (8 months)
A poetic platformer video game about accepting the loss of someone close to you. You assume the role of Bethany, the ghost of a 10 year old girl who travels into the subconscious minds of 3 close friends to help them overcome their internal struggles involving your disappearance.
Details & Gallery

One-Button Warrior

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Focus: Mechanics, UX Design
  • 2-phase battle system using a single button
  • Visual and audio feedback for all actions
  • 3 levels of increasingly challenging, fast-paced gameplay
Project Overview

Engine: Zero Engine (Proprietary)

Duration: Jan 2016 – Feb 2016
(2 months)

2D one-button, twitch, action game.
Details & Gallery

The Last Rose

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​Contributions
  • Designed game mechanics and built 10 of 14 levels and their puzzles
  • Playtested levels to balance difficulty and engagement based on feedback
  • Produced all art assets
Project Overview

Role: Level, Mechanics Design; Artist
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Engine: Zero Engine (Proprietary)

​Duration: Oct 2013 – Dec 2013 (3 months)
2D puzzle-platformer with retro-style graphics. The player is equipped with ability to absorb enemy powers and mix and match them with elements to traverse the land.
(First freshman project)
Details & Gallery

Greetings, Rejects...

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Focus: UX, Level Design
  • Simple mechanics and a clear goal
  • Best 2 out of 3
Project Overview

Engine: Zero Engine (Proprietary)

Duration: Mar 2016 – Apr 2016
(1.5 months)

2D local 2-player versus platformer where two players must collect the most coins to win.
Details & Gallery

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