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Astral Coconut's Design

As the lead game and level designer of this project, I came up with concepts and solutions on how to connect the mechanics and the levels smoothly. The core mechanics of the game are based on movement, and we wanted to connect that with exploration of levels. I came up with the idea of making a few big levels (or zones as I call them), and putting a few secondary levels inside of those ones (Called Hollows). With this, the gameplay loop became exploring the big levels, finding the Hollows, unlocking the boss fight, and go to the next big zone.

As always, I started designing the levels by drawing in a sketchbook, then blockmeshing on the engine, and asseting them. It sounds easy when I write it here, but it was a long process of testing and iterations. I took on the challenge of making more open world levels, so I had to implement a lot of level design concepts to guide the player without them noticing. Concepts such as landmarks, contrasting colors, lighting, leading lines, and breadcrumbs helped a lot during the design of these big zones.

These Zones became the City, the Forest, the Cave, and Space.

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Early Access Trailer

Level Design and Environment -
Creative Process

  • Level Design Process LANDMARKS ARE IMPORTANT

My process of designing levels start in brainstorming what I want the player to feel and how to achieve it accompanied by level design concepts such as breadcrumbs, landmarks, guiding lines, color/shape language, etc.

 

I start by sketching the general base layout of the level and adding where details are going to be. I add some notes to the side to keep in mind while designing it.

 

Then, I open Unreal Engine and blockmesh the general base level and some details. Keep in mind that some of the layouts change from the sketch to the blockmesh process after testing it in-game and getting a feeling for it.

For big levels such as these, I keep in mind how to guide the player using Landmarks, contrasting colors, lights, breadcrumbs and leading lines.

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