Me? I’m A Monster
Move platforms to create your own path through this surreal dream of growing up.
Play It:
- Me? I’m a Monster (Click to Download)
Videos:
Description:
- 3D Adventure Platformer targeted at a younger audience
- Play as a kid that wants to grow up as he dreams of collecting Rawrs that will help him grow up faster
- Player is able to move platforms around the world
- Puzzles consist of forming paths to navigate around the colorful landscape
- Many ways to solve puzzles in a world that was made to feel open
- Created in 30 weeks
- 4 students worked on the project for the first 15 weeks
- 9 students worked on the project for the last 15 weeks
Goal:
- Create more levels and more interesting puzzles while keeping the game’s core mechanics the same
- Joined 15 weeks into production cycle
- Have a full 3D game with at least 30 minutes of gameplay
Outcome:
- I created 3 very unique levels
- Space
- Challenging yet fun due to the openness and with multiple paths the player can take
- Very creative use of assets to give the player incentive to explore all over the world
- Pirate
- Very fun level that had the player ride pirate boats and find a hidden treasure
- A creepy ghostship flies around the level after coming out of the water, the player can ride on it, but must solve puzzles quickly to stay on
- Level was cut due to programming issues and scope for artists
- Tower
- Challenging level, but gives the player direction by having paths of collectible crystals
- Many areas the player can lose lives, so there is a lot of tension on them to not mess up in this overwhelming tower of gears
- Boss fight at the top that includes 3 different puzzles
- Space
- We have well over an hour and a half of gameplay with replay value to collect all the achievements, extra rawrs, and crystals
My Roles:
- Level Designer for the last two levels of the game
- Designed world description
- Art asset lists
- Puzzle design and layouts
- Level Population
- Used simple art assets created by artists to create complicated interesting landscapes
- Tweaking and playtesting to make sure players find the levels difficult, but have direction and don’t become lost
- Game Designer
- Helped the lead designer make design choices having to do with UI, achievements, unlockables, and other aspects of the game
Team Size:
- 2 Designers
- 1 Project Manager
- 4 Artists
- 2 Programmers
Release Date:
- 5/1/10
Documentation:
- Space Level Design Document (Click to View/Download)
- Tower Level Design Document(Click to View/Download)





