top of page
RECENT POST

Leveling Up With Level Design

After a great prototype presentation and demonstration the team got together and discussed some of the feedback we received from the critique. One of the key components we discussed post-presentation was our art style and finding a solution that allowed us to create more visually cohesive art as well as finding a balance between time-sensitive art and art that looks good (fine art). We also got to play other teams games and oh boy, those games were fun and exciting to play too. That for sure personal motivation for me (in friendly competition, nothing beats having a rival). The team all ideated on art styles for a side-scroller game by scouring the internet to its darkest corners (not the deep web). Using inspiration we found, the teams artist put forth some suggestions via proof-of-concept (read: Picasso) that helped us see what we liked and what we didn't.

As this weekly assessment falls during reading break (no breaks for the game development life cycle), the team took some time to work through the game on their own, coordinating certain components via social media platforms such as Facebook Messenger. I took this break to sketch out some levels (as level designer) particularly the first level as it may transition into the second level. Level is a broad term as our levels are more like areas divided by uniquely identifiable terrain and locales. For example, in the figure below it shows the transition form the forested area to the urban area.

Above you can see from a top to bottom layout, the different areas, platforms and assets in the proposed level.

As the team continues forward the biggest concerns I have is again related to creating a cohesive flow of environments, gameplay and art. The art combined with the sound effects we include help to create the ambiance that the team intendeds for the player to experience. We want the player to be scared, worried and desperate as they travel through the world.

Placeholder Games

bottom of page