Aaron Waldman Robot Shoot Level Design

“Robot Shoot” is a temporary name for my game, I’ll come up with a better name later.

Sketch of the first part of my level. The rectangular blocks are labeled “cover/platform” because you can either hide behind them or jump on top of them to get a height advantage on the enemies. As you can see, the “level flow” has a lot of branching paths because the player can choose what order they defeat the enemies in and which bits of cover to hide behind.
Sketch of the 2nd part of my level, the boss room. There will also be decorations scattered throughout the other rooms but I only bothered to draw them in the boss room for this rough sketch.
top-down view of my level in Unity

The following screenshots were taken while exploring my level using the 1st person character controller from the starter assets package:

The 1st room
2nd room (while standing on some cover)
entrance to hidden room (final version will have a door here that unlocks when you destroy all the robots)
inside of hidden room (will have a window that lets you see into the outside world; which is a desolate wasteland due to the robots taking over)
entrance to boss room
center of boss room
alt angle of boss room (standing on cover)
standing at the far end of boss room, looking back towards 2nd room

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