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11 / 2024

          This level was created as a way to explore the key components of good level design and to bring them together in a cohesive and functional layout, regardless of constraints.

        It is not designed for any specific existing game, but instead incorporates core mechanics found in many titles. The rules are simple: the player can move, jump, and shoot arrows that stop after a certain distance. The camera is third-person.

       Particular attention was given to environmental storytelling, which, though simple, provides a narrative thread and a meaningful context for the mechanics used throughout the level.

Level Design Study

Full Level Production

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Level Design Study

Full Level Production

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LD_edited.jpg

11 / 2024

           To design the full level, I first established a simple narrative framework. This allowed me to identify coherent and relevant gameplay situations that would introduce something new for the player (highlighted in blue).
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         The first is a kind of race against time, where the player must shoot enemies who are running beneath leaf-covered shelters before they reach them. The second involves a slope too steep to walk on; the player slides down and must jump at the right moment. Finally, the third is a boss fight with a sniper-type enemy that features multiple phases. The player progresses through areas with close cover, then distant cover, and eventually alternating cover.
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          The primary goal of these sequences was to offer varied gameplay by forcing the player to adopt unique behaviors that deviate from the default playstyle.

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