Game Art & Design
2025-2026
2025-2026
For this level I built a floating islands where the player moves across platforms to reach a goal. Most of this was a present, so I its not very unique to me. However, the level encourages exploration through the placement of coins and gems. Players are rewarded for exploring the level rather than rushing to the goal. The mix of static and moving islands makes the level more fun to play.
Since this level was entirely based on a handful of tutorials my level isnt that unique. However, one thing I did to try and make it stand out a little bit was the placement of the gems. The placement was designed to try and encourage exploration within the world. Most of the gems are off the path a little bit. The most fun part of this level was working on where to place the gems amd the most difficult part was definitely the moving platforms. I struggled to keep up with the tutorials, so I had to rewatch the tutorials multiple times to fully understand and set them up correctly.
The most useful tools were just the move and transform tools because they are simple but they were all I really needed. I am most proud of the placement of the gems and the first set of static islands. The placement of gems as I said eariyer added somthing new to the level and the static islands add some nice visual intrest to the level. If I had more time to improve the level, I would improve the difficulty, because each section feels too easy right now. I would try to make the level more challenging by adjusting platform spacing and adding more complex movement.
The valley is the name of the second level for my game. It takes place in valley, hence the name. This level is has a lot more content than the first one and focuses much more on level design than the last one. For this unit I made the whole map, It is basically just a shell for challenge areas later on. The area I focused the most on in this unit was the village, I spent a lot of time trying to make it look unqiue. This world is interesting to explore because of the differnt ways you can go about exploring it, there shortcuts threoughout, hidden gems, and secrect areas.
As I mentioned in the intro the area I expanded the most in this unit was the villlage; The village in tutorials wasnt very detailed and was pretty straightforward for the player. I wanted to change this and add more interest in the village by adding hidden gems and such. The selection tool was definitely the most useful overall, but I enjoyed the the foliage tool the most. I say this because of how much the foliage added to the world. I am very proud of how the foliage turned out and its probably my favorite thing from this unit. The foliage made the world feel much different from the world in unit 4. It made it feel much more alive and detailed. If I had more time to improve the level, I would've liked to detail the starting lake more. I think adding a smaller cliff with trees and grass all around would make it feel less empty.
In this module I added challenges and hazards to the valley. These elements changed up the gameplay completely, actually adding something to do in this level. This changes the player's experince majorly compared to the last module. Previously, you could only really walk around the level, no real gameplay, so adding these challenges made it have a goal. I added a variety of different challenges to the valley, the lake and hills sections, the abandoned village, and the foggy forest.
Which challenge was the most difficult to build, and why?
How did you balance difficulty to keep it fun but fair?
Which mechanic are you most proud of, and how does it fit the story of The Valley?
If you had more time, what new challenge would you add?
Throughout this level I would get basic decorations placed and then form the challenges around them, making the challenges feel like they really fit into the level. This technique worked well for most of the challenges. However, for the enemy tower section this didnt work out well. This made it the most difficult challenge to balance correctly because I wanted to have it still look nice while still retaining difficulty.
Throughout th