Role: Level Designer
Software: GameMaker

Walkthrough 1

Walkthrough 2

As Level Designer for a team of two, I created a level divided into three distinct floors. Floor 1 introduces the basic mechanics, such as jumping, shooting, and melee combat. Floor 2 ramps up the challenge with tougher enemies and obstacles, offering less linear paths for players to explore. Floor 3 features the toughest enemies, complex paths and more demanding obstacles.  
Hierarchy
Hierarchy
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
Hand Drawn Sketch
When sketching, the goal was to create a basic outline with a clear flow, progressing from teaching the player basic mechanics to presenting challenges. This helped me get my initial ideas out, but the sketches were confusing when presented to the lead developer. 
Hierarchy
Hierarchy
Digital Sketch
Digital Sketch
The digital sketch offered a clear representation of the intended layout, making it easier for the lead developer to understand the player's path. While it wasn't perfect, it effectively conveyed the overall premise, allowing the project to get the green light for development in GameMaker.
Overall, I did well in designing a level with a proper flow, effectively teaching players the mechanics and preparing them for later challenges. Introducing new enemies, objects, and obstacles was successful for the most part, providing players with the necessary information. However, I could have made the pencil and paper sketch clearer from a developer's perspective. Improving the digital sketch would also be beneficial, as there are still some confusing elements, like the final shortcut at the top, where it's unclear where the player enters. Additionally, extending floor 1 would help, as it currently rushes players through different mechanics and enemies, which could be overwhelming.
To improve, I would revise the digital sketch to make the entrances and exits for shortcuts clearer and expand floor 1 to give players more time to learn the basics at a slower pace. Focusing more on the beginner player's experience would by my priority in future iterations. 

Other Work

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