Lost in The Forest

Character metrics - very important for determining appropriate scale in the level
Level flow beat diagram. Useful for mapping out the general difficulty curve across the level.

Before and after adding assets

Lost in The Forest

Level Design

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.

Additional Details

Project length: 2 Months

Team size: Solo

Tools: Unity

Role: Level Designer