Create a 2D Level blockout in Unity 6 based on Multiplayer. Research similar titles and document the design process. Undertake user testing and provide insight on how you would iterative.
I wanted to establish some things before I began to research so that I had a more defined scope.
I wanted to explore my 2D Level Design with PvP in mind
I wanted to design a Top down 2D Level.
I wanted to explore Lighting based mechanics like Fog of War or Flashlights/Vision Cones
Having researched games that fit my proposed idea from the pre-production stage I took inspiration from Super Animal Royale for its open environment level design which ties into the players vision mechanics. I took Inspiration from Core Keeper for how its extremely restricted view adds an distinct feel to the level. I also took Inspiration from Among Us and its Imposter lights sabotage to tie the feel of super animal royale and core keeper together.
After researching these games and levels I was able to create a synopsis for the type of experience to expect from the level:
A 2D Top down PvP Shooter with an open environment with lots of cover. Using a player vision cones system, random events throughout the matchcan trigger a wave of darkness causing all players to lose a large amount of their vision, adding tension to the level.
Firstly, I got to a simple version of my lighting concept using 2D spotlights. Then using the Shadow Caster 2D component I was able to mimic the desired to imitate the fog of war mechanics in the game. From here I made a simple 2D character controller and was happy with the mechanics within the super early test build to start focusing on the level design.
Then I sketched out this super early level idea in paint just to get an idea across as soon as possible. I naturally went with a ’capture the flag’ style design as when I was sketching the level it made sense to implement. As an early concept it has a balance between open environment and enclosed spaces, however my gut tells me the flags are not evenly balanced, and I would have to test it.
I took this screenshot and brought it into my unity project to form a sense of scale and began to build out the basic block out from here.
After bringing this in I was able to block out the level to a fully playable level. Now all I have to do is reduce the visibility and add flags to capture for the player and some placeholder enemies to shoot for testing reasons.
I added some QOL with the flags. Spawning the player beside their team's flag so they were aware of the premise of the level immediately. I also added an invisible flag that would become active when they capture the enemy flag.
I then added some targets around the map as an optional objective. This is a way to test lines of sights on the map and give the player a reason to explore past the main objective. I wanted to add shooting mechanics alongside this but ran into issues and didn't think it was extremally important to begin the testing phase.
Third-Person Co-op puzzle platformer with two uniqely shaped characters each essential to progressing
Extraction shooter Point of Interest based on Temple Bar in Dublin, Ireland