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Sol: Last Light

A third-person action-adventure that follows Sol the main protagonist as he battles through gripping combat to save a ruined world. The battle to unlock the information of the past to save the present. 

 Responsibilities

  • Designing all level layouts through collaborations with other designers.

  • Documenting level progression through flowcharts, level layouts, and beat maps. 

  • Handling all block mesh iterations from 2nd pass onward.

  • Handling complex level streaming and optimization techniques.

  • Creating and implementing combat spaces to enrich player decisions and pathing within combat. 

  • Collaborating with artists to create props and environmental art to be implemented into the game. 

Role

Shipped

03/26/2023

Level Designer

Workflow

Over the course of the 4 months of the project, I created a workflow that supported rapidly creating engaging levels centered around combat. This process allowed me to draw up, iterate and finalize 6 full levels throughout the course of the project. This workflow was created to give me the creative space and time to properly create engaging levels with depth that utilized the movement mechanics within the game. 

Pre Production

Detailed and organized pre-production is the source of all of the levels within the game. All levels within the game followed the same documentation using Confluence. 

Block out

During the block mesh phase, my major focus was creating clean shape language and transparent Level Design Techniques

Creating a Blockmeh modular kit and Blockmesh tools that would be used throughout the project levels helped the design vision.

Playtesting

We brought our game to  4 major events to showcase the project from its MVP to its final product. We obtained over 20+ playtests over the course of each event. 

Playtesters were provided with a document form that asked them about the gaming experience. 

Techniques

 Over the course of the project, I prioritized the usage of certain level design techniques to guide the player through levels effectively. These techniques were used in isolated situations or even paired together in order to create situations where the player would be able to piece repeating signs in the environment together in order to progress to the next stage. 

Lighting

Lighting was used within the spaces to guide and draw player attention. Creating a distinguishable line between the golden path and side paths. 

Metrics

Using a consistent metric guideline to create fast blockouts and effective iteration of spaces. Early in the design process I took the time to create in engine tools that would assist the team. This was followed by supporting documentation that was found through our GDD. 

Tutorial Level [ Underground Lab ] 

Designer goals - The major design goal for this level within the game is to teach the player the basic mechanics of the game. 

This was completed by: 

  • Zero game pauses 

  • Objective driven progression 

  • Scaling difficulty 

During this project, I owed the tutorial level. My responsibility was focused on creating a space that looked to introduce the major mechanics of the game.

Inspiration

The level inspiration for the underground lab was pulled from multiple real-world examples followed by in-game ones as well. The major inspiration was from Horizon: Zero Dawn 'A Gift from the Past ' where you play as young Aloy. This mix of a cave structure with high-tech relics was a major inspiration.

Level Pacing

Section 1

This first section of the game is gated by the Sprint mechanic introduction followed by the sprint jump test. Afterward, the first major tutorial is introduced via a gate system that will be used throughout the game. 

Section 2

The next part of the game is a soft introduction of some small platforming sections that take the player through the level. 

Section 3 

This third section introduces the first primary exploration ability that the player gains 'The grappling hook'. The tutorial is followed by a direct application to introduce the player to a more vertical-level progression. 

Section 4

This last section is the introduction to enemy types. This is introduced via a boss to drive home the tutorial process for the 'stagger meter' for enemies.

TutorialTopDown.jpg

Tutorials

To assist with the tutorial process and to remain within the Design goals I created 3 types of tutorials. 

1. Primary Tutorials 

2. Secondary Tutorials 

3. Combat Tutorials 

 Primary Tutorials - Information or mechanics that the player needs to know in order to complete the game.

 

This was implemented through the tutorial computers within the game that acted as a gate system for the level. 

Secondary Tutorials - Information that the player has to know about during the game but is not impactful enough to stop the flow of the game. 

This was implemented through short and direct in-world tutorials that are placed in the direct line of sight of the player. 

Combat Tutorials - Information that is directly relevant to combat. This information is primarily used to promote player options and skill expression during combat.

This was implemented using overlap volumes that were triggered at the start of combat. 

EntranceTutorial.JPG
CombatTutorialSnip.JPG
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