Jump Man
Game Details
Development Time
3 Month
Role
Level Designer
Team Size
Concept
Jump Man was heavily inspired by Mario, Donkey Kong, and many other platform games. The mechanics of Jumpman can be found in many other different platforming games such as Moving platforms Spike floors and Extending platforms.I also wanted to look and the atmosphere of Jumpman to be similar to many of the platform games I played growing up
Solo
Genre
Platformer
Level Desigen
Level Sketches
The idea for the rough sketches was it teaches the player about the many mechanics that he would face along the way. Also teaching the player the basic mechanics such as double jumping running and slowing down is also important These rough sketches are just the basic ideas of some of the levels and mechanics that were used in the game



Level Blockout
Blockout allowed me to create spaces that let me imagine how the real game would be. Yeah deal with them just to get the main focus of gameplay and add the real assets later this allowed me to try out different gameplay metallics while also changing certain variables about them



Level Walkthroughs

The player begins the level
1
The player is first introduced to the Turtle enemies that follow a set pattern
2
The players first introduced to the wall jump mechanic
3
The player encounters the spike pillars that rotate and move in a specific pattern and speed
4
The player finds the jump pad by jumping on the place the player can reach newer heights
5
The player sees the speed boost by getting on the speed boost the player can accelerate a great distance to the other side
6
The player lands safely on the other side and reaches a checkpoint
7
The player first encounters moving platforms he must time his jump correctly to get to the other side
8
The player must get through these spike traps if the player touches a flight trap he will be hurt
9
The player has reached the end of the level
11
The player encounters another jump pad
10

The player begins the level
1
the player must dodge spikes that come up during a set period and pillars
2
The player finds a health pack
3
The player must find the right time to jump on the extending platforms before they extend inward
4
The player has reached a checkpoint where you can save his progress
5
​The player is first introduced to disappearing crates the player can jump on these crates one time before they disappear
6
The player has reached the second checkpoint of the level
7
The player must dodge these extending platforms so he does not get kicked off the stage
8
The player finds a jump pad that helps him reach the castle
10
The player must Dodge these spike traps so he can reach the end of the level
9
The player has reached the end of the level
11

The player begins the level
1
​The player first encounters the flip hazards
2
The player must use the speed boost to get across the level
3
The player must time his jump correctly so he does not get hit by the flip hazards
4
The player must timely get across to the other section while dodging cannonballs
5
The player is first introduced to the invisible platforms if he stays there too long on the platform he will fall
6
The player must dodge the spikes to safely get across the area
7
The player has reached a checkpoint with health to save his progress
8
The player now encounters the switch platforms every time the player will jump the platforms will switch
9
The player is on the last part of the level he must jump safely across each platform to reach the end of the level
10
The player has reached the end of the level
11
Level Beat Chart
Gameplay Overview

Double Jump
Allows the player to reach greater heights and to have better control in the air with a double jump

Auto Spikes
Spikes that will hurt the player when they touch the player and are on a set timer

Moving Pillar
Rotating pillars that have spikes on them that can hurt the player and they move in a set pattern with different speeds

Disappearing Platform
Platforms that will disappear in a set timer if the player is standing on them too long

Extending Cube
Cubes that can be used as platforms for the player extend inwards and outwards within a set amount of time

Flips rotating hazards
Platforms that can hurt the player if they are not jumped on properly they rotate in a set amount of time

Jumping Platform Switch
Platforms that will switch Between each platform every time the player jumps