OVERVIEW:
This was a project I worked on as part of a Level Design Skills Test, where I created a Mock Level for Playdead's INSIDE. The level I designed for this puzzle platformer would take place just after the Sonar puzzle section which can be referenced in the following walkthrough video (Timestamp 1:03:55 - https://youtu.be/6khugF2iWBY?t=3835). The level ends as the player enters the elevator that is destroyed later on in the game, plummeting them into water.
You can check out the level through the GitHub Repository Link, where you can download the Unity Project as well as the SubmissionBuild file which you can run to play through the level.
This was a project I worked on as part of a Level Design Skills Test, where I created a Mock Level for Playdead's INSIDE. The level I designed for this puzzle platformer would take place just after the Sonar puzzle section which can be referenced in the following walkthrough video (Timestamp 1:03:55 - https://youtu.be/6khugF2iWBY?t=3835). The level ends as the player enters the elevator that is destroyed later on in the game, plummeting them into water.
You can check out the level through the GitHub Repository Link, where you can download the Unity Project as well as the SubmissionBuild file which you can run to play through the level.
ROLES & RESPONSIBILITIES:
Level Designer
SOFTWARE/PACKAGES USED:
Level Designer
- Researched the core game, and planed out the major beats in the level with Pen and Paper
- Designed and whiteboxed the level layout in Unity, and iterated through it to find the fun
- Scripted and prototyped gameplay logic including but not limited to checkpoints, and the player controller
- Implemented various gameplay beats using Unity Events
SOFTWARE/PACKAGES USED:
- Unity
- Probuilder
- TextMeshPro
- Cinemachine
LEVEL WALKTHROUGH AND DESIGN THOUGHTS:
With my level I wished to evoke feelings of being on the run with the drive and goal of reaching a purpose, no matter the cost. Geographically, the player would at this point be journeying deeper into the facility to get into contact with the Blob. The earlier part of the level has the player attempting dexterous feats and maneuvers as they avoid a gruesome fate by large deadly machines that have little respect for life. These machines serve the facility in getting rid of bodies that are of no use to the it. The players get a glimpse of the extent to which others can fall to achieve their goals, discarding life without a care. The latter part of the level puts the player in those same shoes getting them to ask the questions they were asking the system, to themselves. To progress further they must now use these same contraptions to pave open the way ahead, using the bodies of others as fodder.
With my level I wished to evoke feelings of being on the run with the drive and goal of reaching a purpose, no matter the cost. Geographically, the player would at this point be journeying deeper into the facility to get into contact with the Blob. The earlier part of the level has the player attempting dexterous feats and maneuvers as they avoid a gruesome fate by large deadly machines that have little respect for life. These machines serve the facility in getting rid of bodies that are of no use to the it. The players get a glimpse of the extent to which others can fall to achieve their goals, discarding life without a care. The latter part of the level puts the player in those same shoes getting them to ask the questions they were asking the system, to themselves. To progress further they must now use these same contraptions to pave open the way ahead, using the bodies of others as fodder.
First Half: Focus on Dexterity and Awareness
Second Half: Focus on Problem Solving and Pattern Recognition
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Below are some of my initial paper designs planning out a few of the major beats in the level. These helped me figure out what I wanted the level to be about, as well as to prove out conceptually whether or not the puzzles and challenges I was designing would end up being engaging and fun. These also allowed me to visualize the critical path for various beats, and get an idea of how I wanted to place all the gameplay elements with respect to each other. As you can see, I had a nutty good time working on this project, and I hope you have one too while going through it!!