Week 6 – Level Design: Layout and Level Blockout Process 2 (Cave Level)
- rahnerpuno
- Mar 16, 2019
- 2 min read
Updated: Mar 23, 2019

Repeating the same process to help me with my visualisation process I create mood boards with similar genre style or interesting layouts. Since this will be my introductory level I wanted to create a mystical atmosphere that will attract the player with the environment. I will also make sure that level layout is suitable to be able to teach the player the game mechanics.

This is the guide for the player path. The green is the typical path the player would take. However I wanted to make use of the level so I created optional paths with pickups that reward the player for navigating optional paths. This also includes hidden areas or pathways that require the use of the Transform Hat mechanic. This is to help engage and encourage the player for exploration.

This image is the view the player would first see once they finish passing through the cave tunnel entrance. I wanted to have a VFX that will be the middle centre piece to attract the player to figure his path upwards.
Since the theme of my game is a fantasy world, the purpose of the mining cave in this would be that they use it as fuel for the realm portal in the village. To make the level somewhat believable in an actual setting like this I re-used my blockout prefabs from my mining rail level and used it to create an aesthetic part for the level.

As you can see the altar surrounded by crystals will be the starting point where my player will be able to use his mechanics. The platforms on the right are two paths that lead to the main path and an optional exploration path. Initially at the start the player will be introduce to the Glide mechanic, Telekinesis mechanic then Transform Hat mechanic. Next week I will be moving towards my Enchanted Tree Village and Realm Portal area.
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