LEVEL DESIGNER
Spite Absolution
A top-down hack and slash game
"Purge the unholy as you descend the catacombs to undo a foul betrayal"
Our group logo
PROJECT OVERVIEW
The team:
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3 Level Designers
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4 Game Artists
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2 Animators
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6 Game Programmers
Production time:
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14 weeks half-speed = Around 280 hours.
Engine:
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Used "Unity" as a level editor
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Used a "made from scratch in-house engine" as an engine
My Contribution:
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Level Designing all levels together with LD colleague, where we had ownership of one level each but with plenty of feedback
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Level Propping / Level Art
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Member in Sound task force
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Member in Story task force
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Member in Enviroment task force
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Member in scripted events task force
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Member in boss task force
PROJECT SHOWREEL
Feel free to scroll through the images to view our process and in-game scenes that I have been a part of.
Overview
In this project I was in charge of the last level of the game. I wanted to design a level where the goal is introduced to the player early and then letting the player explore the level in order to find the means to open it. As the player progresses through the game they go further and further down into the catacombs where a traitor to the paladins are raising an undead army. By the time the player get to the last level there are more dug out caves and less constructed areas.
The level starts with the player exiting the stairs down and the door closing behind them. Moving through the level the player experiences more cave systems than previous levels to emphasize them going further down into the forgotten and hidden part of the tomb.
The player eventually come across the boss door which is lit up so that the player can't miss it. They have to go around a blocked off area so that they are forced to come across the boss door.
They eventually come to a crossroad with a short detour so that backtracking doesn't feel to tedious. At the crossroads there is a door that can only be opened from the other side. I did this to promote player exploration while trying not to confuse them to much leaving them with only one way to go. This north path leads to a large bridge the player has to cross to progress. As they cross over the bridge it starts to crumble and break meaning that the player can no longer backtrack and is forced to find another way back. This was done to further simplify the mental map of the player. The player now has a smaller area to remember. The second part of the map is designed to force the player to find their way and to award player exploration with several areas that give them permanent power ups.
The last part of the level involves finding the key to the boss door and getting back to it by taking a shortcut to minimize backtracking. The player comes back to the crossroad which is easy to recognize through a hero piece and the area being designed (art wise) so that it is instantly recognizable to the player so that they know where they are and where to go.