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My Role

My role in the development was that of Level Designer. I was asked to design layouts for levels and puzzles that utilized more advanced combinations of mechanics, optional areas, and spaces that had been built but needed to be refined further. I also participated in weekly meetings with the art team to assist in creating a defined look for each of our levels.

One of the very first levels I worked on was Treetops in Hermit Hill. While I am still working on larger projects in this game I wanted to highlight my design process by showing the work I did in Treetops.

Role: Level Designer
Engine: Unity

Team Size: ~50 Developers

Platform: PC

Game Summary

High Concept: An atmospheric horror 3D platformer about a wax boy with a lantern for a heart, journeying through a dark, ruined world.

My references mostly focus on establishing a visual vibe for me to start playing with like a game in my head

Reference Gathering

To begin designing the space I was instructed I took to gathering some references. The location needed an incredibly steep ascent in a short amount of gameplay to reach an important story location.

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I thought of some locations where I had to climb a lot of height very quickly which is where I pulled in my references to Wind Waker and Kingdom Hearts. I knew it was possible to make those kinds of ascents fun but there were story or gameplay mechanics working with them to make them interesting. I knew I was going to need to leverage the mechanics we had to play with somehow to achieve a similar result.

I also pulled in Mario Sunshine since I distinctly remember this tricky platforming segment beneath a village, and being the end of a large part of the level I wanted to keep that kind of platfoming tension in mind in my design.

 

Design

My first run at a layout I went fully in trying to make the platforming up a large tree something fun and any difficulty to come from tricky landings. I blocked it out and after playing it in front of the team, they recommended I make some changes. My lead instructed me to consider how I might use the construction of a static space, like a tree, to create a puzzle for players to overcome instead of only leaning into dexterity of players.

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In my second iteration, I came up with this idea to create a series of walkable branches that had diverging paths, so the player would need to look ahead and plan out the best route forward rather than just trusting a "main path" but also kept a little platforming to give a good balance of cognitive load.

The team had me draw up some vectors of my designs before I jumped into the engine. Usually I just draw out some sketches before prototyping ideas as soon as I can.

Some images of the blockout in engine and how it looks in game after an aesthetics pass

Blockout

I wanted to start blocking out the space as soon as I could. I had a lot of ideas of the space, but wasn't sure how they'd perform in engine. Sure enough, as soon as I had my first blockout in engine at least half of the design had to be adjusted.

Over the course of 3 more iterations, I adjusted platforming sections to add some enemies to create a pathway for players to follow rather than just jumping on branches, Rather than just platfoming over mushrooms, I added a long jump which expanded upon a mechanic from a previous level we hadn't found a good place for, and finally I created a vista for the final stretch to give players a chance to enjoy their victory over the forest and look out over the trees and enjoy the view.

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