Jacob Acevedo
Game & Level Designer
Brick Brainiac!
OVERVIEW
Brick Brainiac is a multiplayer party game I designed and developed over a two-week span. I wanted to push myself with strong constraints, mainly working in a novel language under stricter content guidelines.
Over the two week span I:
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Conceptualized and designed a core gameplay loop with LEGO brand guidelines in mind.
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Authored pitch documentation, setting development targets and inspiration.
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Iterated on core systems.
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Taught myself Verse and implemented all systems through that language.
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Leveraged LEGO's unique tools to build and populate the level.
The LEGO group highlighted my island as one of their three favorites in a showcase of several islands.
Process
Step 1: Planning
After researching commonly played islands and brainstorming my initial concept I solidified the game through a pitch document. This provided a constant reference during development.
Gameplay drives Level Design. Authoring Brick Brainiac's core systems came first. Over time, I expanded on the ideas presented within the pitch documentation.

Page 2 of the pitch document detailing initial gameplay elements.

Page 3 of the pitch providing visual reference.
Afterwards I clarified my intentions and limitations to focus the design.
GOALS:
What I am trying to achieve and why?
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Emphasize the endless variety inherent to LEGO.
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Make an area which highlights a fun gameshow-eseque environment.
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Leverage Verse to create strongly distinct gameplay.
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Keep gameplay accessible to wide/casual audience.
CONSTRAINTS:
What are the non-negotiables for this experience?
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Island must not break any LEGO content guidelines.
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LEGO bricks cannot be scaled, and must properly snap to each other.
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Experience must support multiplayer.
Step 2: System Iteration
Experimenting with the system revealed a key pain point.

Originally, each player searched for bricks within an individual environment.
However, a unique area for each player was both out of scope and socially isolating.
Original player distribution.
I pivoted, placing all players within the same space. This amplified the chaotic nature of the experience.
Additionally, this change allowed for faster production of additional sculptures, increasing gameplay variety.

Revised player distribution.
Step 3: Blockout
Using the pitch document, I created a block-out within UEFN. Ensuring compatibility with the engine's unique LEGO tool was paramount.

Step 4: Architecture
With the block out complete, I worked extensively on creating the overall playspace's structure through LEGO's brick snapping tool.


Ceiling and wall meshes built with the Brick editor tool.
I designed key architectural elements with modularity in mind. This approach enabled quicker iteration, consistent spacing, and cohesive theming.

Step 5: Lighting and Population
Finally, with the overall structure complete, I worked on the interior of the space.
I prioritized strong signifiers where pieces spawn and where the statue appears.



