Half Away was the first true game I had the pleasure to work on as a “freelancer”.

After the disappointing end of “The Black Star Incident”, my original student project, Fabio, the leader of BetterHalf Team contacted me as a QA and Consultant for their new game Half Away. Since it was their first game they were searching someone who already had some experience in this kind of thing and because they actually liked my approach on the game design side in Black Star Incident, they wanted me to give them some advice.


Gradually, I began being involved more and more into the development of the game, eventually becoming a Level designer/Game designer and officially becoming part of the team.


Working on this project turned out to be a pretty hefty challenge, considering I began working on an already established team with a project that was already started (the tutorial area was basically already fully done, minus the changes I would suggest)

Half Away was the first true game I had the pleasure to work on as a “freelancer”.

After the disappointing end of “The Black Star Incident”, my original student project, Fabio, the leader of BetterHalf Team contacted me as a QA and Consultant for their new game Half Away. Since it was their first game they were searching someone who already had some experience in this kind of thing and because they actually liked my approach on the game design side in Black Star Incident, they wanted me to give them some advice.


Gradually, I began being involved more and more into the development of the game, eventually becoming a Level designer/Game designer and officially becoming part of the team.


Working on this project turned out to be a pretty hefty challenge, considering I began working on an already established team with a project that was already started (the tutorial area was basically already fully done, minus the changes I would suggest)

Half Away was the first true game I had the pleasure to work on as a “freelancer”.

After the disappointing end of “The Black Star Incident”, my original student project, Fabio, the leader of BetterHalf Team contacted me as a QA and Consultant for their new game Half Away. Since it was their first game they were searching someone who already had some experience in this kind of thing and because they actually liked my approach on the game design side in Black Star Incident, they wanted me to give them some advice.


Gradually, I began being involved more and more into the development of the game, eventually becoming a Level designer/Game designer and officially becoming part of the team.


Working on this project turned out to be a pretty hefty challenge, considering I began working on an already established team with a project that was already started (the tutorial area was basically already fully done, minus the changes I would suggest)

Most of my work was as a level designer, but I also designed puzzles, mechanics and powers!

Most of my work was as a level designer, but I also designed puzzles, mechanics and powers!

The longest amount of work (and the one i am most proud of) is the “maple plains”, the second level of the game.

This was almost entirely rewritten from scratch by me to accommodate a more varied gameplay, introducing the first open area with a shoulder camera!

That’s right! Originally the game was intended to have exclusively an or-rail camera (like the tutorial has) but that proved too difficult to manage on an open field like the plains should have been. We eventually decided to keep the “locked” camera only for certain sections of the game instead.

The longest amount of work (and the one i am most proud of) is the “maple plains”, the second level of the game.

This was almost entirely rewritten from scratch by me to accommodate a more varied gameplay, introducing the first open area with a shoulder camera!

That’s right! Originally the game was intended to have exclusively an or-rail camera (like the tutorial has) but that proved too difficult to manage on an open field like the plains should have been. We eventually decided to keep the “locked” camera only for certain sections of the game instead.

Early puzzle prototype

Early puzzle prototype

Finished product

Early prototype

Early prototype

Final

Final


Another area i’m particularly proud of is the volcano. This area to me is a “before and after area”. There is Half Away before the volcano, with pretty simple gameplay, easy mechanics and standard design. After the volcano everything changes.

The areas get bigger and more complex, the gameplay gets more tuned in towards the story, the level design gets a very defined palette and theme to go with the areas.


Another area i’m particularly proud of is the volcano. This area to me is a “before and after area”. There is Half Away before the volcano, with pretty simple gameplay, easy mechanics and standard design. After the volcano everything changes.

The areas get bigger and more complex, the gameplay gets more tuned in towards the story, the level design gets a very defined palette and theme to go with the areas.

Greybox Prototype

Greybox Prototype

Greybox Prototype

Early test prototype

Early test prototype

Early test prototype

Finished colored area

Finished colored area

Finished colored area

Finished area with VFX

Finished area with VFX

Finished area with VFX

Video of the reveal

Video of the reveal

Video of the reveal

I also helped design also the other areas of the game, and modified some of the already existing ones before the release.

We then proceeded in presenting the game to the public in certain expos around Italy, like the "Svilupparty" in Bologna and the "Becomics" in Padova.


Here I gathered many useful feedbacks from all kinds of players, from the indie game developer to the 50 year old who barely could hold a controller.

We then used this feedback to rewrite, refine and create an experience that would be fun and accessible for almost everyone

I also helped design also the other areas of the game, and modified some of the already existing ones before the release.

We then proceeded in presenting the game to the public in certain expos around Italy, like the "Svilupparty" in Bologna and the "Becomics" in Padova.


Here I gathered many useful feedbacks from all kinds of players, from the indie game developer to the 50 year old who barely could hold a controller.

We then used this feedback to rewrite, refine and create an experience that would be fun and accessible for almost everyone

Cut Content

Cut Content

Badly drawn MS Paint concept

Badly drawn MS Paint concept

As it’s typical with indie games, some content was, for a reason or another, cut from the final release.

The only piece of cut content that I feel is worth nothing is the Forest level.

This level was supposed to be a very vertical level, where the player had to climb up a mountain covered in trees and reach the peak, where the egg is located. This area was supposed to be between the maple plains and the volcano.

This was also the introduction area of the Teleport power, which also never saw the light so we could focus on making the Listening power the only and main ability of the game.

This area also needed quite the rewrite in terms of story and cutscenes to be made proper.

The technical problems, the extra work and the shift on focusing more on the Listening power ultimately led the forest area to be completely cut.

As it’s typical with indie games, some content was, for a reason or another, cut from the final release.

The only piece of cut content that I feel is worth nothing is the Forest level.

This level was supposed to be a very vertical level, where the player had to climb up a mountain covered in trees and reach the peak, where the egg is located. This area was supposed to be between the maple plains and the volcano.

This was also the introduction area of the Teleport power, which also never saw the light so we could focus on making the Listening power the only and main ability of the game.

This area also needed quite the rewrite in terms of story and cutscenes to be made proper.

The technical problems, the extra work and the shift on focusing more on the Listening power ultimately led the forest area to be completely cut.

Gallery

Gallery