Level Design 02/08 -18

This week I have been working on the first basic level of our game. This includes trying to figure out an actual good design for how the map is going to look and learning how Tilemaps works in Unity. The majority of the time has been spent familiarizing myself with Tilemaps in order to get started with the level design, since I am completely new to the system. The level I have been working on is the first 30 seconds of playable terrain that represents a cave the player will navigate through, with basic obstacles and enemies.

I have been working on the level by using unity and incorporated the sprites and assets provided to me by the graphic artists in my group, in order to get the best possible visual representation of what we imagine the end-product to look like. I have done research on level design, in order to get a good grip on what is important to think about when creating a map and implemented it in the creation process. Since the game is set in an underground cave I have also been researching appropriate structures and surroundings, to a point that besides being “game-enviorment”, the player can feel the apropriate atmosphere

I choosed to work with the level design this week since we have created most of the required assets for the Alpha-presentation the upcoming week and the only real thing we miss is terrain. Since I am the Lead Designer I have documentation mostly on my schedual, but this week I chose to prioritize the level design so that our Alpha-presentation is ready to go. By having the basic layout of the terrain done and working, I can also start to play-test the game on a more viable level. This will ease the iteration-process in the future when alot of my time will be spent testing out changes and assets we implement into our game. When you have an actual playable level to test it out on, instead of just an empty space with a background you get a better view on what feels good/works and what doesen’t.

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/Hampus Serrestam

About Hampus Serrestam

2017 Game Design