DetailsProject Type: School Project Role: Level Designer, Set Dresser Engine: Unreal Engine 4 Development time: 1 week Team: Solo Contributions: • Level Design • Set Dressing |
Forgotten Mines
|
Creating a Palette
• I wanted to make a level based on movement precision.
• I started with prototyping different gameplay beats, and chose three
components/abilities that enforced precision based gameplay.
• I wanted to make a level based on movement precision.
• I started with prototyping different gameplay beats, and chose three
components/abilities that enforced precision based gameplay.
• These 3 components in combination provided a good palette
to compose interesting gameplay beats and rhythms from.
to compose interesting gameplay beats and rhythms from.
• Skipping Platforms
|
Speedrun Opportunities
• As a challenge map I designed it so that the whole level, could be cleared without ever landing. • Provided you have enough momentum, every platform in the level can be skipped. This also helps with replayability in the form of speedrunning. • Since this is a very short level, I also took the liberty of being a bit punishing, adding instances where split second decisions need to be made. |
Narrative & Environment
Importance of Setting
Before building the environment, I created a
simple backstory to make it easier to
design a coherent environment:
Before building the environment, I created a
simple backstory to make it easier to
design a coherent environment:
"This was once a prosperous mining site close to a bay.
One day mystical glowing pillars rose from the ground, ripping
the old mining site apart. You arrive centuries afterwards".
One day mystical glowing pillars rose from the ground, ripping
the old mining site apart. You arrive centuries afterwards".
Clear Destination
I wanted to create a strong first impression, as well as an obvious first destination for the player. I felt that a big ship, stuck on top of the mountain would be pretty attention grabbing. This combined with the blue glowing pillars and an intriguing opening below the ship, are meant to make the player think: "I wonder what's beyond that". |
Environment Beats
The level has three main environment beats, designed to bring dynamics to
the traversal and tell a subtle backstory of the location.
the traversal and tell a subtle backstory of the location.