Griffin Bowers – Level Design

Here are a few images of my level design. Above is the map view on grid paper. The player would start on the fountain platform in the bottom left roughly going counterclockwise first interacting with the Eel (denoted with an explanation mark) then collecting the parts of the suit around the map (locations marked with…

The Tower Level Design – Skye Pritchard

The Tower level has three parts: the outside, the room, and the basement. The flow of play is a little complicated to map out since it is both vertical and horizontal. This is a vertical map of the flow of the game: outside -> room -> basement -> room -> outside The following are maps…

Yulin (Jeff) Chen – Level Design

The image below is the general level design of my game. The area on top is the mech’s hangar where the player can move the mech around and interact with the maintenance panel at the bottom left to check on the mech’s status. To progress, the player has to control the mech and walk to…

Diego Arce – Level Design

My level has two main parts the small city section and the surrounding mountain road. Originally I had imagined the city section being bigger but because of time constraints this will have to do for now. I did make this in 3DS Max with modular assets in mind like having the straight street bits between…

Conor Dolan – Level Design

Here’s a few images of my level design. I stuck fairly close to my original concept art but ultimately decided to make it a first person game rather than isometric. I split the superhero lair into several different rooms, each with a different purpose. The rooms are labeled in the blue text and specific features…

Jake Matthews – Level Design

The level I have planned consists of two main areas, the colony, and the surrounding desert. Because the desert is a larger space, and mostly empty of human interaction, I chose to focus mainly on the layout of the colony itself. The main approach to the area is from the landing pads, and due to…

Mitch Tanguay – Level Design

Here are a few screenshots of my Unity level mockup. Even though this is a very rough outline, it is clear some of my level’s dimensions scaled differently than I anticipated in 3D space compared to graph paper. For further iterations, I will adjust the size of some of the rooms and hallways to better…

Daniel Pacheco-Cruz: Level Design

I wanted to keep my level design very simple. I created 4 floors, and each floor has a unique layout. The green marker shows the path the player can take to get to the next floor. There will be the secret room where the scroll is and a locked room where the player has to…

Hanwen Xu – Level Design

This is the level design and the flow markings for my game. There are no elevation drawings because everything takes place on a single floor of an indoor environment.

Kirsten Roethel : Level Design

My level design consists of one outdoor environment in an open world format, similar to Animal Crossing. The main areas of interest are the player’s house, a pumpkin patch, the graveyard, a mausoleum, and a secret alchemist shop in the woods. Some smaller areas include a pond, the river around the environment, and a bridge…

Level Design: Kerri Thornton

Here’s the basic layout of what the circus tent will contain. I made it a considerably smaller than a normal circus tent, because everything is already going to feel huge compared to the size of the player, (a rat) and I’m thinking that if I do it to scale, players won’t be able to see…

Aaron Waldman Robot Shoot Level Design

“Robot Shoot” is a temporary name for my game, I’ll come up with a better name later. The following screenshots were taken while exploring my level using the 1st person character controller from the starter assets package: