The Process of Level Design

Environmental Storytelling

The main motivators for the player is the story. Therefore, the level design of the city needed to tell a story that was congruent with the overarching narrative. Similar to Atlantis, the city of Idra is an ancient forgotten place that houses futuristic technology. To match this theme, I designed the city to be futuristic, but also overgrown and forgotten.

LevelDesign1.jpg

Many Iterations

This image was one of many versions of the gravity flipping, platform moving, main puzzle in Echoes of Idra. After receiving feedback from teachers, fellow students, and fresh eyes playtests, the final version felt challenging and rewarding.

LevelDesign.png

Incorporating Feedback

This was the next version of the puzzle I made. The feedback that I incorporated was make the puzzle smaller, with less moving parts. This is important, as too many pieces in a puzzle can make it frustrating and confusing. However, even with this improvement, the puzzle still had too many moving platforms, and the goal had to be better communicated in the next and final version. - See below.

WaterTreatment.PNG

The Final Version

In this puzzle, the player must flip gravity to land on either side of the two purple and green moveable platforms. The aim is to move the platforms in an orientation that creates a temporary pathway to the green light/exit sign to complete the puzzle. Communication of the end goal was very difficult, so the use of: green lights, pointing lines, and the exit sign were implemented.

BridgeLayout.PNG

City Bridge Layout

The following layout was built as a rough outline before I started to whitebox the larger bridge structure. The water in this image represents the broken areas of the bridge. The stone sections represents the optimal path the player will have to take. This layout was very helpful for communicating with my team about what sort of environment we wanted to create.

Bridge.PNG

The Final Version

After several iterations, the bridge area felt not only run down, but satisfying to explore and navigate. It was a challenge to make an inherently linear structure more feel more dynamic as the player moved throughout this section.

During my time at VFS, I had the opportunity to work on several level design projects