Ideation of Level Design Pt 1 (Final Game Design Project)

Using the initial Step-by-Step guide I created, I was surprised and didn’t anticipate how useful it became when creating the beginning level designs as it really gave more structure to then just hopelessly trying to think of ways to make the puzzle. It allowed to understand how the player should slowly progress through each level and adding extra design motifs which would later structure most of the first level.

It was basically a list of what the player has to do, not what they are going to, but what they have to in order to progress. It also granted me to knowledge on how to use space in an initial restrictive level, because narrative we are making a prison break, it had to have this restriction at least at the beginning, plus introducing this concept to players had to be done slowly but in close proximity, to all the player to understand the rules of the game.

The Main Map Design

I wanted to create a space that incorporated the narrative element of a prison break, so it had to be small and to introduce the rules of this ambitious yet complex idea, it had to be easy to understand. With the introduction of each basic mechanic being added to each level and the level design had to present these ideas.

The first level starts off as a simple box, understanding the narrative, our character is a big battery that can fire off electricity. the battery to turn off the her cell is on the other side and poorly guarded so she can power up the generator and overload it making her way through and to make the beginning easy

To understand the next 2 puzzles give the player the idea to explore their environment, first railroading that experience and slowly engaging in the open space. this should give the player the idea of exploration, whilst understanding the basic controls. In addition, during Puzzle 1-3 the player would shoot one Empty Post assuming that would be the only one they have to do in this case, however, this is what opens the idea of exploration.

Finally, with Puzzle 1-5, the final one, I wanted to introduce the last basic mechanic to the game which is Absorption which leads on to the main game afterwards. The first thing the player is introduced to is an Active Post which they have to absorb the energy and put it into the Empty Post to open the door.

Detailed Level Designs

With each of these level it goes into depth to each one. You can check out the sketches all below

Previous
Previous

Guidance from the Masters (ft. Jarek and Hope)

Next
Next

Mechanics Build Pt.3 (Final Game Design Project)