Hi! I'm Oliver Deinzer

I am a contract gameplay programmer and level designer currently working with Abducted Monkeys LLC to develop their second game title. My main focus is on programming, but I am experienced in level design and generalist work as well. Below, I have presented my work on the major projects I have been a part of.

Lockjaw: Robo-Royale

Lockjaw: Robo-Royale is a multiplayer party brawler game featuring a mishmash of combat parts and robot dismemberment. Shoot, punch, and dash your way around the stage to earn a Robo-Royale!

Greatest Challenge

Each task presented a new set of problems to solve, but one task in particular caused a lot of problems, which was the options menu system. Every week I would fix the bugs that popped up only to find even more bugs during testing. I went through a trial and error process, as well as sought the advice of my teammates to finally arrive at a stable solution.

Responsibilities

I designed and developed several systems for the game, including the dynamic camera, hazard movement, settings menus, and match options menu. I also solved dozens of bugs related to those and other systems.

Responsibilities

My role on Timeworks started out as a generalist. I had a part in designing mechanics for the game, working in engine on some code and asset integration, and just helping out where needed. But as the project progressed, I began to cement my role as a level designer for the team. I found enjoyment in putting the mechanics of the game to uniques uses, and I loved the looks on people's faces when they figured out the puzzles.

Timeworks

Timeworks is a 3D time-travelling puzzle platformer where you play as a factory worker who must craft and deliver items for the Timeworks Corporation.

My Design Process

When designing levels, I use a "find the fun" method. I usually start by creating a new scene with a rough idea of what mechanics I want to focus on are and I make a rough concept. Then I test it and make changes until I find a layout that works and I find fun. Then I pass it on to other team members for more testing and refine the level from there. I found that this trial and error method worked quite well for Timeworks.