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Skystrider Level Design - Level 2

During the development of level 2, we underwent various iterations before settling on a clear direction. Initially, our ideas involved the player journeying to the base of the tower and activating switches at different points to unlock the tower's gate. Another concept we explored included a rotating ring around the tower with several activation points. Eventually, we settled on the final iteration which leaned on the linear experience and featured the boost pad as the primary mechanic, enabling the player to navigate through water in certain sections of the level.

Once we began blocking it out the level sort of made itself. Only minor changes were made to the level during the development process, such as adding an additional combat encounter to showcase some of the new enemies introduced in this level and a redesigning of the final boss upon receiving the deer boss.

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

The initial concepts for level 2 saw the player going to different points once they arrived at the base of the tower in order to unlock the entrance.

The initial concepts for level 2 saw the player going to different points once they arrived at the base of the tower in order to unlock the entrance.

After completing level 1, we opted for the linear approach since it allowed us to control the experience more and scope the size of the level for the art team.

After completing level 1, we opted for the linear approach since it allowed us to control the experience more and scope the size of the level for the art team.

Here is some of my thought process when creating the level blockout.

Here is some of my thought process when creating the level blockout.

Boost pad introduction

Boost pad introduction

The blockout ended with this small arena where the player would go up against a mechanical enemy with an automatic turret.

The blockout ended with this small arena where the player would go up against a mechanical enemy with an automatic turret.

Before jumping into the arena players could survey it. If they tried to stay on the top level, the floor would collapse and force them down where the fight would begin.

Before jumping into the arena players could survey it. If they tried to stay on the top level, the floor would collapse and force them down where the fight would begin.

This encounter would have required the player to stay on the move, avoid the water, use creatables to create cover, and take out the generators to damage the boss.

This encounter would have required the player to stay on the move, avoid the water, use creatables to create cover, and take out the generators to damage the boss.

Once we began set dressing the level we took the opportunity to add one more combat arena to allow the player to get to know the new enemies. Other than that the only thing that changes was the boss battle.

Once we began set dressing the level we took the opportunity to add one more combat arena to allow the player to get to know the new enemies. Other than that the only thing that changes was the boss battle.

Initially, this boss battle was up in the air, but upon completion of the boss, we decided to redesign the arena to fit this boss encounter. The idea was to use the boost pads introduced at this level to do damage to the boss.

Initially, this boss battle was up in the air, but upon completion of the boss, we decided to redesign the arena to fit this boss encounter. The idea was to use the boost pads introduced at this level to do damage to the boss.

He is a close-up of the final arena

He is a close-up of the final arena

Playthrough of level 2. The boss battle is still in development, and areas at the level are subject to change.