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