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Skystrider Level Design - Level 1

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.

The initial concept for level 1 saw the player moving past the shrine. Upon executing this lockout it became apparent that the level would be too large for the art team to manage, so I cut the level and kept some of its more exciting parts.

The initial concept for level 1 saw the player moving past the shrine. Upon executing this lockout it became apparent that the level would be too large for the art team to manage, so I cut the level and kept some of its more exciting parts.

This is the final blockout for Level 1. Upon the art team's request, I only kept the basic path layout so that they could transform the space as they saw fit.

This is the final blockout for Level 1. Upon the art team's request, I only kept the basic path layout so that they could transform the space as they saw fit.

With the first section of level 1, we wanted to teach the player about the interactable they would encounter. I did this by requiring the player to use them to progress. After that, I introduce combat and the slide puzzle.

With the first section of level 1, we wanted to teach the player about the interactable they would encounter. I did this by requiring the player to use them to progress. After that, I introduce combat and the slide puzzle.

In the second half, we expand on the previously introduced mechanics, before they arrive at the shrine, where players will have their first boss battle.

In the second half, we expand on the previously introduced mechanics, before they arrive at the shrine, where players will have their first boss battle.

In our primary combat arena we wanted to offer up a space where players could intertwine combat and movement. I did this by adding two layers and a wall run for them to use.

In our primary combat arena we wanted to offer up a space where players could intertwine combat and movement. I did this by adding two layers and a wall run for them to use.

When we began to set dress we kept a lot of the beginning section the same but added some more combat sections for players to get comfortable with the combat.

When we began to set dress we kept a lot of the beginning section the same but added some more combat sections for players to get comfortable with the combat.

The second half of the level did see some more change. We added more combat sections, expanded the path, and created some puzzle rooms to keep things interesting.

The second half of the level did see some more change. We added more combat sections, expanded the path, and created some puzzle rooms to keep things interesting.

The end of the level also saw some change with a slide down into a town that leads to the shrine and a boss battle.

The end of the level also saw some change with a slide down into a town that leads to the shrine and a boss battle.

This is the primary combat arena which was separated into two waves. I added some turrets to keep the player on the move and some interactables that can be used to take out the turrets. Once the waves are cleared the player can proceed.

This is the primary combat arena which was separated into two waves. I added some turrets to keep the player on the move and some interactables that can be used to take out the turrets. Once the waves are cleared the player can proceed.

This is the bridge puzzle section where players must activate three points that in turn raise a section of a bridge they need to progress.

This is the bridge puzzle section where players must activate three points that in turn raise a section of a bridge they need to progress.

Playthrough of level 1. The boss battle is still in development and some areas are subject to change.