DetailsProject Type: Solo Project Role: Level Designer, Game Designer, System Designer, Programmer, Sound Designer Engine: Unreal Engine 4 Development time: 2021 - ongoing Contributions: • Level Design • Game Design • System Design • Sound Design • Scripting |
Level PlaythroughDescription Steel is a work in progress, fast paced, first person action game with parkour and bullet time mechanics. It is heavily inspired by games like Mirrors Edge, Ghostrunner and Super Hot. |
Setting
I decided that the setting of this level would be a construction site. Why? • Lots of natural platforms from half finished buildings and concrete blocks • Lots of buildings in stair like formations, allowing for the altitude to increase gradually • Construction sites are cool For me, having a setting to work from also makes the creative process much easier. |
This image inspired a lot of the level layout with its staircase like sections of unfinished buildings.
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Blockout
I started with blocking out the high-level layout. My main goal from that was to nail down the rough height progression of the level, and to find a good shape that would feel interesting to traverse. The blockout went through multiple renditions before being completed. |
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I wanted the players to always know where to go. I iterated on geometry placement and moved it around to achieve clear sight.
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Creating Player Agency
To add lots of player choices, I designed the level to have multiple paths that continuously diverges and converges. I wanted to give the player a sense of freedom in how to approach a situation, see the goal but find their own way to get there. Therefor I also designed landmarks that can be seen from far away, giving the player an incentive to progress. |
Combat Flow
In combat, continuous flow is especially important. I designed combat areas to resemble multiple intersecting circles that can be run along continuously without losing momentum. This specific area was also designed with risk and reward in mind. Running along the inner circles leaves the player very exposed, while the outer circles are safer. |
Guiding with Props and Lights
When dressing the level, I made sure make it more than cosmetic. I used props to guide the player by arranging them to point at important locations. I also worked a lot with lighting, to draw attention to the important areas and away from the less important areas. |
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Climb Here!
Blue tarps are used to mark good spots to climb, and wall jump at. This helped the player to see navigation possibilities quickly, allowed them to keep flow and not having to stop to look for where to climb. I realized that it was very important to not use blue tarps at any spot you can't or shouldn't climb. That would break the players trust in the game, and severely impact the flow. |
Thanks for reading this far!
More breakdowns of the level, as well as the Game Design
will come soon!
More breakdowns of the level, as well as the Game Design
will come soon!