Level Design Image Showcase (Bunker Level: Pitfall Arena)
- Level design for a singular "Pitfall Arena" (before/block out then after/art pass)
- Emphasis of being able to fall into the facility's chasm of darkness
- Fraction of the Bunker Level (the entirety of the level) clearly demonstrates my knowledge of space utilization and my capabilities
- Unique space that has various components and elevations
-catwalks allow ranged enemies to move across to better position themselves, making the player experience challenging
-catwalks offer the player a break from having to grapple around at the cost of increased vulnerability
-player can be attacked from almost the entire room which encourages them to move quickly and enter a flow state
Level Design Considerations and Processes (with examples)
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a puzzle, environmental storytelling, and lore |
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around, and effective ability utilization |
General Level Design Overview
This video highlights some of the many level design aspects involved in The Bunker level in Hook, Line And Axe.
The level was completely made by me up until the environment art, which one of my teammates worked on. The concept, blockout, and implementation of game assets/blueprints was done entirely by me including all enemy waves, combat encounters, and scripted events (which our programmer built).
The level was completely made by me up until the environment art, which one of my teammates worked on. The concept, blockout, and implementation of game assets/blueprints was done entirely by me including all enemy waves, combat encounters, and scripted events (which our programmer built).
Level Navigation and Movement
In this video, the level traversal and movement aspects are highlighted in our Ascent Intro level in Hook, Line And Axe. The levels I create are dynamic and encourage player movement which is especially critical for the game's parkour element. Catch this brief segment as the world comes to life!
Combat Design Pertaining to Levels
Watch my carefully planned and designed implementation of the level's combat layout in the video above. From free standing enemies that roam the area to tactical uses of spawners, there is so much time and effort that goes into making each combat encounter challenging, unique, and most importantly fun!