Overview: 3D platformer level made with an existing character controller.
Design goals:
- Teach, test, and challenge the player throughout the level by scaling the difficulty appropriately over time.
- Keep players engaged by rewarding them for succeeding
- Compositionally interesting
How they were achieved:
- Planned out the level ahead of time to determine what each gameplay beat should contain.
- Made diagrams documenting the overall flow of the level.
- Taught each mechanic to the player in a safe environment, then began challenging the player, mixing and matching mechanics to keep the level engaging throughout.
- For composition, used height to advantage, wanted to convey a sense of scale in the level.
- I wanted to convey a sense of scale, so I had the player start at the bottom of a mountain, with the goal of reaching the top.
- I playtested often to ensure the difficulty scaled appropriately across the level.
Takeaways:
- Determining player/camera metrics from the start is important. Taking a more methodical approach makes building the level easier in the long term.
- Mixing and matching mechanics opens opportunities for interesting gameplay.
- Playtesting is invaluable for measuring flow and challenge.