Posts

Blog Post Postmortem

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  Konner Rooney 2258-CAGD-370-01-4196 12/2025 Postmortem Blog Post     Over the course of Autumn 2025, I worked with Andrew Fuentes and Jose Vargas as JAK Atlantic, to develop a prototype for a game called  Color Clap , a hack-and-slasher in which the player takes color theory and it's mixable colors and utilizes them in combat and puzzles. As the Lead Designer, it was my job to shape the idea of our core mechanics, design different kinds of levels, and ensure that playtesting feedbck effected future versions of our prototype. In this postmortem blog post, I will reflect on this process: What worked well, what did not, and what I would change if I did it all over again!     What Went Well?               The most notable success out of our playtests was the game's main mechanic: color absorption. By defeating enemies of different colors, the player can absorb that color and use it themselves. Players can have up to two...

Blog Post 4

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     Konner Rooney 10/2025 2258-CAGD-370-01-4196 11/2025 Blog Post 4 Unique Circumstances of This Sprint     At this point in development, we have fully moved past the Paper Prototype phase and are committed to focusing solely on the Digital Prototype.  This sprint, compared to Sprint 3, helped me get further used to what this would entail going forward.  During this sprint, I created several new level types: a compacted boss arena, a level that tested the player's color mechanic knowledge, and a level whose success was determined by performance in combat with enemies. Each of these levels had to be playable, testable, and visually readable in-engine.   Additionally, this sprint had many more of our team’s programmer-side tasks that directly intersected with my level design. Their work on damage, UI, enemy movement, and knockback mechanics meant I needed to create spaces with sufficient clarity and breathing room for testing. This required much mo...

Blog Post 3

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   Konner Rooney 10/2025 2258-CAGD-370-01-4196 11/2025 Blog Post 3 Unique Circumstances of This Sprint     Throughout my time working from Sprint 1, to Sprint 2, to Sprint 3, I've gradually been shifting my focus away from playtesting our Paper Prototype to Annotated Maps. I also learned that I spent more time on the Paper Prototype than what was ideal. This led to me... Having a suboptimal amount of points by the end of Sprint 2, and potentially Sprint 3, to a lesser extent. Preparing to address the most recent feedback from the Paper Prototype in our Digital Prototype, in any way applicable, and put the Paper Prototype to rest. The latter of those two was difficult for me, as it was what I spent my entire working towards in Sprint 1 (plus half of Sprint 2 and approximately a third of Sprint 3). However, the feedback we've received from both prototypes adequately addressed the pros and cons of our game, as well as how to address them in the Digital Prototype going f...

Blog Post 2

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  Konner Rooney 10/2025 2258-CAGD-370-01-4196 Blog Post 2 Unique Circumstances of This Sprint      In Sprint 1, I was completely devoted to creating our Paper Prototpye and getting feedback on it via playtests. On the other hand, Sprint 2 had me working on two (fittingly) primary tasks... Reflecting on the feedback of our first set of playtests, and how to change elements that were the most criticized. Creating Annotated Maps, then 3D modeling them into .FBX files to import into our game engine of choice, Unity. Having to focus on two different overarching tasks over the course of this Sprint, was definately diffferent compared to creating the Paper Protoype in Sprint 1, which consisted of various small tasks that worked towards one big, significant part of our work flow. That being said, it was a "challenge" worth working through! I believe this Sprint really eased me into managing my time towards different parts of our project, contrasting how I worked towards one ...

Blog Post 1

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  Konner Rooney 10/2025 2258-CAGD-370-01-4196 Blog Post 1      Ever since I was a kid, I dreamed of becoming a Game Designer. While I wasn’t sure if it was a realistic path for me, my curiosity about how games are made drove me to study the field. During the Fall of 2025, I was given the privilege to be chosen as the Lead/Level Designer for a prototype of my game concept, "Color Clap!"   The game's core mechanic revolves around defeating enemies that come in six different colors: Cyan, Magenta, Yellow, Red, Green, and Blue. When you defeat an enemy, you absorb their color and can take advantage of the color's associated abilities to enhance combat and solve puzzles to advance further in the game.  As exciting as this opportunity is, it was essential to acknowledge that it is just as much of a privilege as it is a responsibility. It is my idea that the prototype is being built around, meaning my team would have to rely on me to properly help bring my vision ...

ePortfolio Post 3 - 3D Game Level 1

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  Konner Rooney 5/2024 2242-CAGD-270-03-2913 ePortfolio Post 3     After finishing the Mega Man level unit, our class moved onto a unit focused on 3D Level Creation using Unity. As someone who never used the program, I was quite nervous going into it. However, the end result was something I found myself quite proud of! Level v1, the Past     Right off the bat, I struggled to create the first iteration of my level within Unity. Various errors constantly halted my progress: from nothing happening when I tried to enter play mode to play mode stopping itself when it spotted and started heading towards the player, there was always something that prevented me from checking if the level was working. Thus, I ended up turning in an unfinished, most likely unplayable level for my first iteration. I ended up getting a 4 out of 10 on it, which I found to be a fair score considering the circumstances. Time for Round v2     Luckily, the professor was able ...

ePortfolio Post 2 (Level Design) - Mega Man Level

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Konner Rooney 3/2024 2242-CAGD-270-03-2913 ePortfolio Post 2 (Level Design) - Mega Man Level Level 1 - Version 1          Original Creation and Iteration             I originally envisioned a dungeon-like setting when creating my original Mega Man level. There would be multiple tile-sized rooms with different types of enemies and puzzles to defeat and/or find the solution to continue descending to the final room, which would contain the Energy Element, ending the level. When deciding how to set up my level, I referenced the example Annotation and Concept Maps provided on Canvas. I also used Pokémon Mystery Dungeon: Rescue Team DX , a dungeon-crawler video game that would generate random top-down dungeons as inspiration for the level's "architecture." While it was made for a different genre, I hoped to transfer the level design into a Mega Man setting to give the end product a distinct feel.     ...