The Grinch 2: Saving Christmas
Role: Technical Designer/Level Designer at Casual Brothers
Engine & Tech: Unity, C#, Cinemachine, Level Design and Prototyping Tools
Overview
Designed and prototyped core gameplay mechanics, environmental areas, and narrative systems for The Grinch 2: Saving Christmas. Focused on prototyping new enemy behaviors and tools, implementing NPC interactions, configuring dynamic hub camera behaviors, constructing a testing area for developers, and implementing in-game narrative storybooks.
Key Technical & Design Contributions
Gameplay Mechanics & Systems Prototyping
Enemy & Tool Prototypes: Prototyped new enemy AI behaviors, player tools, and interactive mechanics in Unity to expand core gameplay variety.
NPC Systems Integration: Prototyped and programmed NPC spawn logic, animation triggers, and state controllers across hub and level environments.
Hub Camera Implementation: Built and tuned custom camera behaviors (using Cinemachine) for hub spaces to ensure smooth framing, target tracking, and clean transitions between gameplay and dialogue.
Level Design & Environmental Building
The Gym Creation: Designed and fully populated "The Gym" testing area for developers.
Level Design Assistance: Assisted level designers with level blockouts, spatial pacing, and mechanics integration across multiple stage layouts.
Narrative Systems & Production
In-Game Books Implementation: Implemented the book logic and visuals for dynamic storybook cutscenes.
Playtesting & Bug Fixing: Executed extensive playtesting passes, resolved camera clipping/collision bugs, and addressed NPC and trigger volume edge cases prior to release.