Corruption of Castor Shrine
Walkthrough of the Corruption Of Castor Shrine level to showcase my level design abilities.
Setup @ 0:00; Hook @ 0:40; D1 @ 2:13; D2 @ 3:08; D3 @ 4:45; Turn @ 7:30; Resolution @ 8:10
Project Details
Project Takeaways
Role and Project Dates:
Level Designer
11/2021
Concept:
A guided single-player experience to showcase level design concepts. The level has the player follow the journey of a hero as he climbs to the top of Castor Shrine to defeat the wizards corrupting the shrine and restore color to the grey landscape.
Languages and Tools Used:
Unity
C# scripts
Team Breakdown:
Solo Project
Practiced the level design process of prototyping, whiteboxing, and iterating portions of the level based on playtesting feedback, producing a well-guided player experience for the final layout of the level.
Learned about shot composition and how to design objects to be in the foreground, midground, and background by experimenting with the city maze, tower, and mountain range layout when designing the level. As a result, the red tower seen in the level serves as a main focal point for the player as they navigate the earlier sections of the level.
Applied methods of player guidance throughout the level by using fallen trees, bridges, and building layouts to provide subtle directions of where to go next to the player.
Learned to understand the importance of creating a paper prototype of a level before attempting to whitebox it in a game engine by drawing out the layout of the level prior to any work in Unity. This resulted in an easier time when determining the scale of the level and how far apart different sections of the level needed to be placed.
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