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Skystrider Level Design - Tutorial

The tutorial level is designed to familiarize the players with the intricate momentum-based movement mechanics of the game. I achieved this by sectioning off the level to showcase the movement of our character. First, we start with jumping, then sliding, then air dash, then wall running, then we teach them how the momentum carries over, to finally letting them use what they learned to reach the end of the level.

Thematically the tutorial level serves as a symbolic representation of the resurrection of our protagonist. The environment is crafted to create an otherworldly, dream-like atmosphere, incorporating fragments from reality. Its purpose is to highlight the omnipotent force that has revived the protagonist and test their worthiness as it guides the player through this level, limiting their view of what's in front of them.

Responsible for Level Design, sequences, and some set dressing.

The creation of the tutorial was surprisingly easy since the main objective was to teach players our movement mechanics. There were very few changes from the blockout to the set-dressed version.

The creation of the tutorial was surprisingly easy since the main objective was to teach players our movement mechanics. There were very few changes from the blockout to the set-dressed version.

Though process behind the design of the tutorial.

Though process behind the design of the tutorial.

What the player actually sees at the beginning of the level, since the path appears as they move.

What the player actually sees at the beginning of the level, since the path appears as they move.

Player's field of view. Using a material mask and a sphere we reveal the level as the player moves through it, which helps with the theme and guieding the player through the level.

Player's field of view. Using a material mask and a sphere we reveal the level as the player moves through it, which helps with the theme and guieding the player through the level.

This was one of the most challenging parts to design since our dash mechanic is aim based. With this gate the players have no choice but to aim at where they want to go, encouraging them to learn how it works.

This was one of the most challenging parts to design since our dash mechanic is aim based. With this gate the players have no choice but to aim at where they want to go, encouraging them to learn how it works.

Here we teach them about wall running.

Here we teach them about wall running.

Here we show them how momentum can be carried through.

Here we show them how momentum can be carried through.

Playthrough of the tutorial level. Some areas are subject to change.