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Cameron Singleton
Level Designer

Shoobel's Journey
Responsibilities:
-Level Design
-AI Programming
-Lighting
-Environment Art
-Weapon System
-Sprite Animation
-Ammo/Health Pickup System
-Lava/Barrel Programming
-UI
Development Time:
-1 Week, October 1st - October 7th
Design Process
I wrote up the details, rules, and a feature layout as a
handbook to reference while in the early stages of the
blockout process. I found it important to have set
parameters in order to maintain attainable scope.

As somewhat of an experiment, I skipped the hand-drawn approach to mapping. I instead centered the camera to face the level top-down, than created a start and end point. I filled out the rest in real time, with this being the final outcome of the layout's first iteration.


I added walls to parse sightlines and define the routes better. I began to pull the concepts of the sequences from my head and place them into the level. The lava, doors, and ramps acted as goals that I could visually attend to during the rest of the design.
Playtesting
Finalizing the critical route, populating it with items and entities, and programming the doors was all met with these two playtest sessions. I felt that I'd reached a point where playtesting was viable and encouraged.

After conferring with other developers as well as non-game players, I reached these deductions. The common sentiment was the level was "too easy" and navigation was straight-forward. I received lofty compliments on the pacing, and felt that it needed companionship in the form of stronger objective design and more intentional enemy placement.
I also attempted an art pass. My wont is to maintain the primitive look of the initial blockout, but the feedback I faced also mentioned that there was a certain lack of identity, players were unsure the setting of the level itself.
It also allowed me to understand further the importance of environment art, how lighting and textures can affect sightlines and mood.

Design Choices

Shotgun Cove, the burlesque cavity inspired by Gasoline Alley, acts as a transition point in the level. Depending on the player's flow of exploration, it is the halfway mark of the map as well as where the second and final weapon meets the player. I wanted it to be striking in any sense as well as enigmatic.
Putting an obligatory lava waterfall as well as outstretched natural formations called attention to the cove wholly.

Environmental hazards in the form of explosive barrels remarked not only strategic gameplay opportunities, but reminders not to lead such brazen charges through the level. I think of them as neutral; not for the player but simultaneously not against them.

As opposition to the explosive barrels, shield pickups are the player's best friend. In sparse placement, these items are received through canny observation or after combat encounters.

Lava, because of course lava.
Post-Mortem
If you were to ask me what I learned during the course of designing this level, I'd tell you:
-The importance of scope and pacing
-The usage of light as a design tool
-The invaluable words of designers other than you
I learned not only the throes and process of semi-linear level design, but as well the programming and art implementation that works in tandem with it. I also developed a recurring theme in my personal levels as I was making this one, which is: showing the end goal at the beginning of the level.
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