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Showing posts from January, 2025

Farmland Level (Dillo)

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 Have made a lot of progress on the Dillo blockout since the last post: Have gotten some of the later areas somewhat progressed too, but the main focus has been on the first section, which is meant to be a Tutorial area. Have mostly been using the landscaping tool for this environment, but have used some basic shapes when needed: Some of the biggest challenges have been making the tutorial area, as all of our mechanics aren't set in stone yet. So I've attempted to have a vision for what these challenges may look like, but will only know if they're viable once our mechanics are more implemented. Some more screenshots of Dillo whiteboxed out:

Action-Adventure and Capstone Level Blockout

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On my last project, I received feedback concerning the landscape tool causing my scale to seem off, and it felt larger than it needed to be. So they suggested to block it out first, and then go back afterwards and then use the landscape with that space and size in mind. I started to do just this for both my new Forest Temple level, as well as the Farmland Level for Dillo's Dilemma. Forest Temple Farmland Level (This one is very basic, as we are still determining the scale)

Level Analysis - God of War: Reach the Bridge Keeper

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This week has mostly been taken up by writing my level design analysis. I chose to do God of War as it is one of my personal favorite games and it's critically acclaimed for its design. It's been cool to play and watch it again with the perspective of a level designer. I can see the reasons of why certain decisions were made in the process of the design, that help create a more immersive feeling while having a gameplay purpose. Which is crazy, because as a player I didn't even notice them the many times I've played it! It just goes to show how integral those design choices are to make a player almost forget they're playing a game. The most challenging but also one of the more interesting parts of the analysis was applying the design terminology within the level and keeping an eye out for those use cases specifically. One of the ones that I previously knew but still appreciate was the use of Visual Language with color. Yellow paint is almost always controversial amon...