Project Type
Solo
Role
Level Designer
Tools/Engine
Unity
Timeline
3 weeks
About this project
This project focused on the greyboxing phase of a 3D physics-based platformer built within Unity. This project showcased my ability to create a compelling foundation for level flow. It also encouraged me to design for multiple paths like main, alternative, failure path and bonus options. Distributing the mechanics within the level through pacing, progression and attention to cadence of game flow.
Key Features
Level built to accommodate for the player character, camera and controls
Simple progression of Teaching, Testing and Challenging each mechanic
Ideal state of flow - skills and challenges are balanced with risks and rewards
Design Challenges
There were a total of 8 different mechanic/gameplay elements: Moving, Jumping, Collectables, Collectables, Static Hazard (Red), A.I. Hazard (Greenies), Movable Geometry (player controlled) and Moving Geometry (game controlled). Making sure the player understands how each mechanic worked and making the risks rewarding was a challenge in this project.
Design Approach
The design process utilizes the 3 Act structure for the level design where each mechanic is taught, tested and challenged appropriately. This structured learning curve empowers players to master skills and experience a truly rewarding journey. By using a systematic greyboxing approach, the level focuses on a solid foundation of core level design principles for flow and progression, which ensured a smooth player progression and maximized engagement.
Sketches
I had made some sketches for different paths, and how the obstacles, challenges should be placed within the level for better balance.
Metrics
Created a small metrics gym using simple cubes to measure the metrics for the boxy player character.
Level Greyboxing
The greyboxing was done using the “Pro Builder” package inside of Unity.
Even though these are greyboxes, I have used some color schemes to guide the player. These colors not only help guiding the player in navigation, but also helps creating a mental model - which they understand over time and subconsciously start implementing these things when they are playing, which will help them solve puzzles in the later stages of the level.
• Grey - Floor texture
• Brown - Wall texture
• Pink - Climbable wall texture
• Green crates - Doesn’t break
• Brown crates - Breaks when thrown
Iterations after Playtesting
Did few rounds of play testing to test the overall flow and pacing of the level and to check if all the mechanics were well taught to the players, before making it too challenging.
View the playtest questionnaire and feedback here.
Here are some screenshots of the final platformer showcasing some key areas of the level.