Level One went through a significant amount of iteration, with extensive playtesting leading to its refinement. Initially, the level was designed to adhere to the original sketch, but during the blocking phase, it became apparent that the level's length was impractically long. To rectify this, the level was pared down, with emphasis placed on preserving the best elements of the initial blockout, while excising any extraneous content. This revised version was adhered to for some time, but upon the commencement of the art team's involvement, it became apparent that the level's scale was too ambitious to achieve within the confines of the project's limited development period. Consequently, the level was pared down once again, with only the essential path layout. This allowed the art team to exercise their creativity and imagination without being hampered by the blackout's limitations.
Once we began to set dress the level we were able to extend areas that felt like they needed to be longer and add sections to enrich the experience. We also expanded upon the first combat arena and added more combat sections before it so players had time to familiarize themselves with the combat mechanics. Additionally, we added a vertical puzzle room which consists of the player climbing a tall and disorienting room full of flying enemies that can knock the player down. We also added the bridge puzzle which sees the player exploring a small building looking for the interactable points that will raise the bridge they require to progress into the final area of the level.
Responsible for Level Design, sequences, and some of the set dressing.
Playthrough of level 1. The boss battle is still in development and some areas are subject to change.