While creating this game I built all 4 of the levels in Unreal. I started with noting down level goals and player emotions in freeform before sketching and whiteboxing. A lot of the levels have been tweaked from their original design as mechanics changed and updated.
Early boxing out of sketches in Unreal
Metrics was key to creating the tight space of a playpen.
I spent 3 weeks focusing on spatial design. I researched a viarety of videos and books to learn up on different key designs such as breadcrumbs, valves and landmarks before building a level in Unreal. Shoutout to Steve Lee!
During my time at Spineless I ensured asset implementation fit metrics, scaling and resizing assets when needed to fit and ensured player pathing was smooth and seemless through testing. I help publish two games under Spineless Studios and took part in designing the levels for both.
Designed procedural level sections to add life.
Ensured metrics matched and more.
Built the entire level for the game in Unity using probuilder. The level design surrounded narrative elements, ensuring a story was told based on the players perspective while tying in mechancis in a clear way.
Shows the original castle from a players perspective.
Shows the same castle but older from the other players perspective.
Using Unity I create the level for a 2d platformer, testing jumps and movement using the character controller and tweaking both the level and the scripts as needed. I designed bounce pads to help players navigate the level and moving enemies to add depth. I also implemented the assets and scripted a majority of the level flow.
Through community research I found an amazing resource, Steve Lee, whose videos have left a defining impact on my level design process. First I go through a viarety of questions regarding the player and the level design process. I establish pillars, experience goals, and mechanics that I will have to include.
I start with general shapes, aiming to eliminate any sort of blockyness or grids that appear, larger shapes I draw correlate to more significance and smaller less. Once I have established enough of the shapes together I sketch. The Sketching at this stage takes a lot of iterations and feedback before I am comfortable with moving to Whiteboxing.
I have experience in Unity and Unreal when it comes to whiteboxing. I know both the tools associated with each engine and am able to rapidly iterate and build out levels using them. prior building I test metrics then retest post level completion.
My testing focuses on player pathing, what players might see and where, how I can tweak the level to accomadate or ecentuate designs, and the pacing of the level. Of course based on the project these can change but testing for me revolves around that as a core.
Now I continue to implementation once the team and I are comfortable with the level design(s). Here I help organize assets, implement them into engine, and tweak them based on metrics if need be.