Designt Test
The designs below were part of the Superbot test submission. In summary the parameters were to create a medieval narrative that matched a level design demonstrating flow and gameplay potential. The full document is available by request for prospect employers only.
Conceptual Model:
This particular model is aimed towards the 2D platformer genre, examining level components and structure with a view to understanding level design areas of challenge. The framework provides a common ground towards a methodology for thinking about elements of various 2D platformers and how to compose them to create interesting and challenging levels. The color key on the left page pairs contextually with the layout on the right.
Detailed Combat Flow And Layout:
Core Gameplay: In the abstract gameplay focuses on keeping players on their toes - the rug can be pulled from underneath them at any given moment signaling a heightened state of awareness towards the playspace. Platform traversal (jumping, ladder climbing,) while utilizing the environment’s ecology (item and enemy placement), physical properties (set pieces, walls, ladders, etc…) as strategy.
Physics: Taking a cue from the Pixel Junk series, not only does physics play a key role as a directional component to gameplay, but also aims to have interactive set pieces and surfaces inherent properties that effect one another (think back to chemistry) adding an extra layer of dimensionality and strategy to the playspace.
Level Flow: Is distributed with an evenly matched series of vertical and horizontal axis routes. Paths can also be overlapped by other player trajectories adding to a chaotic random variable. The flow is intended to give players a good movement of navigational rhythm that accents an action-adventure traversal tone though platforms and functional aids.
Scene Switch:
When retrieved a pick up triggers a transitional scene or level change. The existing playspace will collapse in a transitional vignette, dropping players into a subterranean environment (see below) where they’ll be randomly placed one of the three rock platforms to resume combat. The event lasts the reminder of the battle.
Alden's Tower - inFAMOUS:
Perhaps the most iconic structural setting in the entire Infamous franchise is Alden’s tower. Players traverse a vertical climb, coupled with platforming elements that lead to a punctuating rooftop finish, where a pulsating Ray Sphere is emitting electrical energy for those who attempt to harness its power.
This level has been my biggest design challenge as it contains a number of dynamic elements while the scope and scale equate to about three regular sized levels (or arenas). Many takeaways were gained, most notably, avoiding building a complex design before the game systems and mechanics had been solidified. It's safe to say these pit-falls manifested as a result of tight time constraints ranging from a short development cycle to a brand new team getting acquainted with numerous facets of the project. Though, what appeared to be a bleak situation early on managed to materialize into a cross discipline collaborative effort that not only made a memorable level, but also strengthened ties.
Alden's Tower is divided into three distinct fight arenas. Timers trigger two transitional-platfroming segments through a vertical scroll sequence prompting players to path a traversal strategy.
Pacing ramps up as the second and third arenas present unique hazards, interactive elements, and platform configuration.
The rooftop arena introduces 'king of the hill' gameplay as players attempt to control and activate the Ray Sphere, ejecting AP or meter life.
Responsibilities: Designed blockmesh, content development, A.I. path node support, item placement, event, vfx, audio, and camera scripting.
First Pass Level Layout:
A substantial amount of this original platform configuration changed in our final itteration. Though, we did retain the foundational elements such as, the pacing and dynamic elements.
Final Level:
Time Station - Ape Escape
This level is an adaptation of the classic PlayStation franchise Ape Escape. What this level lacks in size is made up through an abundance of theatrics and a menacing mash up appearance by the signature Chimera Arachnid boss from Insomniac's Resistance. In addition, the close proximity gameplay provides instant moment-to-moment combat while the platform configuration enables a clean symmetrical flow.
Ape Escape's main antagonist Specter is actively manning the controls of the Time Station, attempting to warp in his ideal selection for much needed support. These warp events briefly disable gravity and manifest as cameos from different Playstation franchises which are chosen at random from five possible selections twice during a match. If the Warhawk cameo is selected, it fires a barrage missile strike at the two cubed platforms reconfiguring the playspace, minimizing route selection.
Once the Chimera Arachnid warps in, it fidgets from side to side cuing its attack with animation and visual VFX markers. Toxic projectile slime then sprays the bottom section of the playspace, prompting players to seek safety or risk pushing opponents into the hazard, which causes AP depletion.
Responsibilities: Designed blockmesh, content development, A.I. path node support, item placement, event, vfx, audio, and camera scripting.
First Pass Level Layout:
Much of the layout remained intact with the exception of two side platforms above the two cubes, which were deemed unnecessary after multiple playtests.