Level Design Testing

Once the dialogue had been implemented, we began testing the level with the core questline. Benedict did the first round of playtesting with some key points of what we could change to improve the level. This information can be found on his blog here. The key issue that needs fixing is the bean quest isn’t … More Level Design Testing

Level Design

I began by taking my original sketches from the level design research blog and re-thinking the composition. The decision was to focus on the first area (House and Grasslands) in order to create a well thought out design. I want to give the player more visual interest so they have a reason to explore the … More Level Design

Level Design Research

As we identified as a group, key level design was missing from the ‘Going Home’ GDD; such as height/depth, any overlapping areas and key visuals. There is a small map provided in the GDD which looks like this: It highlights exactly where the Key items are for the quests, and also shows where the companions … More Level Design Research