Terry Deng Level Design

Hey everyone,

For the level design part, it consists of two parts, an outdoor enclosed city area, and an indoor building zone. The outdoor area is pretty big and sets the player at the bottom left of the map. The indoor area will consist of a couple of rooms where you could loot them if you so desire and eventually fight more mobs and the boss. There are also some areas of potential interest if the players decide to get close to them. Some notable spots are marked on the design map. They are generally optional to visit, as players can ignore and run past them, but they also award players with goodies if they decide to spend the time to look (obviously, it’s just going to be a one room place for this class, but if this was an actual game, we could see the player exploring the mini buildings.)

The floor plan has a key on the left to show what each color represents.
Anything with a x3 is the number of enemies present (if I can’t add that many, then just one will do)
Note that there are gates that halts progression and forces the player to kill the mobs.

Always let the player explore and look out into the icey world
Entrance to the boss building. We can also see where the camp can be
Ariel Views
You can see those broken highways better (I haven’t checked how well players could see them)
Very very mock set up of the room layout (I just realized there’s no doors..)
Since most geometry can be hidden away, I don’t have to create the entire lower part of the building.

There are only a few unique structures so far so since this “suppose to be basic” (even though I just went a little too hard on this) I want to at least make some of the environment not look like its been copied and pasted (cough all the tall buildings). It’s also really bright to show the level environment; don’t expect that at all when I set up proper mood lighting.

That’s all everyone. Thanks for reading!

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