teeth

PROJECT ROLE - LEVEL DESIGNER, ANIMATOR

AUGUST ‘23 - MAY ‘24

TEETH Gameplay Trailer

Project Info

STUDIO: ACADEMY OF ART UNIVERSITY

ENGINE: UNREAL ENGINE 5

PLATFORMS: PC

GENRE: TOP-DOWN ACTION HORROR

GAME MODE: SINGLE-PLAYER

PROJECT STATUS: GAMEPLAY DEMO


SUMMARY

I joined TEETH about midway through development right after the first completed prototype was playable. From there, I worked as part of the design team, working on level design and cinematics, as well as assisting with enemies and animations. TEETH was made playable on the convention floor for both GDC 2024 and PAX EAST 2024.

In TEETH, the Player annihilates toothy abominations with a gnawing hunger in a nightmarish 2.5D hack-and-slash game. Hoard their teeth to fuel rage, traversing the endless dark-domain created by an omnipotent overseer.


RESPONSIBILITIES

I has ownership on two of the latter areas in the demo, namely one of the final rooms preceding the final encounter, and the boss arena. Beyond responsibilities in Level Design, I assisted with other parts of the game including concepting parts of the boss’ attacks, animating one of the enemy characters, and crafting the final cinematic in the demo.

DESIGN SUMMARY

  • LEVEL DESIGN:

    • Worked alongside other designers to maintain solid pacing and flow with the addition of the new new spaces.

    • Created the initial blockouts for the spaces, and iterated upon them.

    • Crafted the visual identity of both spaces, to make them consistent thematically with the rest of the demo, but unique and memorable in their own ways. Specifically, Room 4 was created to be a small forestry area with limited space, congested with enemies to give the second best test of the Player’s skills before the boss battle. The Boss arena took place inside a giant mouth, with fierce, grotesque parts of a jaw holding the sequence within itself.

  • ENEMIES:

    • I also did some work on the enemies for TEETH. Specifically, I took the ‘Immobile Bug’ enemy provided by the art team and used its separated parts in photoshop to create an Idle animation, in addition to two unique attack animations. This was done via the Timeline feature where I moved each part of the enemy’s body to simulate movement.

    • As for the aforementioned ‘Mama Birther’ enemy, I’ve provided the concepts for the ranged and area-of-effect attacks for the boss to use.

  • CINEMATIC DESIGN:

    • I was tasked with creating the opening cutscene for TEETH, beginning with a simple storyboard with some dialogue. The dialogue is currently being updated, but the finished version of the cutscene, including pacing, transitions, and animations are complete.

Level design, Enemies, and cinematics



Initial Level Block Out Followed by Final Version in Finished Demo

Immobile Bug Animations

Concepts for the Ranged and Area-of-Effect attacks for the Mama Birther boss to use.

Ending cinematic