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Novaturient
About The Project
My Contribution:
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Leveldesigning 2 of 4 levels
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Creating all backgrounds from a tileset
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Member in Story task force
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Overarching layout design
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Creating parallax scrolling for backgrounds
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Responsible for all gameplay tags and how they were implemented.
Production time:
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12 weeks half-speed = Around 240 hours.
Engine:
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"Tiled" as a level editor
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Game Engine made by the team
The team:
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2 Level Designers
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3 Graphic Artists
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3 Animators
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5 Game Programmers
Level Design Process
The project was made using the engine TGE for the first time. We wanted to create a calm game where the player would find themselves in a trance. The result was a minimalistic leveldesign with a hard iteration on layout.
Overarching layout
We created a layout where the player would find themselves falling further and further down into the caves of a distant planet.
Together with the graphics team we created a layout that included the four environments we wanted to use to captivate the player on the journey.

A handdrawn layout for the entire game, used to keep us on track with the environments of the levels.

A screenshot from early on in the project where we created different tags.
Working in Unity
The entire leveldesign was made in Unity where we created collision with white boxes and the terrain as a separate layer.
The purple and pink boxes in the picture serves as placeholders and locations for every gameelement that would be imported into the TGE engine.
Exporting into TGE
During this project we learned a lot about following a certain pipeline and how different it can be when comparing different projects.
These tags helped to understand where a feature was missing when exporting the levels, quickly letting us know what were missing.

Closing thoughts
This small 2D platformer adventure was a fun experience where we got to learn what it means to create a narrative driven game. Creating levels that were filled with emotional moments was hard to do since it could only be tested when the music and the graphics came together. The result was a memorable little game where the levels carved the path for the music to flourish.
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