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.

Some sketches of the initial ideas
Some initial sketches of the idea
Some initial sketches of the idea

Diagrams and Sketches

Diagrams and Sketches

Diagrams and Sketches

Metrics

Created a small metrics gym using simple cubes to measure the metrics for the boxy player character.

Diagrams and Sketches

Level Greyboxing

The greyboxing was done using the “Pro Builder” package inside of Unity.

Some sketches of the initial ideas

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.

Key Features

Affordances in the greyboxes
Affordances in the greyboxes

• Grey - Floor texture

• Brown - Wall texture

• Pink - Climbable wall texture

Affordances in the crates
Affordances in the crates

• 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.

Some sketches of the initial ideas
The final challenge v1
The final challenge v1
The final challenge v2
The final challenge v2

Diagrams and Sketches

Final Greybox of the entire level
Final Greybox of the entire level
Some sketches of the initial ideas
Level showcasing the different paths
Level showcasing the different paths

Here are some screenshots of the final platformer showcasing some key areas of the level.

READY TO DO THIS

Let's get to work

READY TO DO THIS

Let's get to work

READY TO DO THIS

Let's get to work