top of page
About The Project
My Contribution:
-
Level Designing all levels together with LD colleagues, switching ownership.
-
Iterating on obstacles.
-
Layout design.
-
Iterating on all music stems.
-
Working closely with animators on how to present the cutscenes.
Production time:
-
6 weeks half-speed = Around 120 hours.
Engine:
-
Unity
The team:
-
3 Level Designers
-
2 Graphic Artists
-
2 Animators
-
6 Game Programmers
Level Design Process
The project was made using Unity where we added assets in a blockout stage to understand how intense each level was.
5 levels
We created 5 levels, each being about 1000m. At the beginning all the levels where made by using groups of obstacles.
These groups where then replaced by hand.
T
Tripping out in space
At an early stage of the project we got up with the idea of letting the player see the hallucinations of the character while he is running out of breath.
We iterated many times on how it felt to go through these hallucinations and playtested to see if the players understood why he is hallucinating.
Changing the environment
In level 2 the player flies through a tunnel. We worked with different way to present the levels where the player would feel like
T
Closing thoughts
This project hits close to home when thinking back on it. It was a simple game with low amounts of constrain. With a very limited amount of level design experience a lot of the work done was similar to what a game designer does. We took together ideas from everyone in the group and thought real hard on how to make it as simple but readable as possible.
It was a collected effort during a time where we had zero knowledge on how to make games. With a lot of passion we threw together a short experience that I can truly say that I am proud of.
bottom of page