
How I used Secondary Colors in a Time Travel Level
The Mechanics I made for this levels had a lot to do with Time Manipulation (Slow Time, Stop Time, and even Time Traveling between Past and Present).
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Slowing and Stopping Time would be used for making very fast platforms and obstacles go slower, thus making it possible to move through.
Changing Worlds (or Time Travel) will spawn platforms that were not there before and removing some ones, so intercalating between those during platforming sections is important
I designed two levels in one because of the Time Travel mechanic, and to differentiate them, I implemented a Fire and Ice aesthetic to them.
There is a base level, a Fire level and an Ice level. Base level will not change, but Fire and Ice will intercalate.
I introduce the player to the mechanics in the beginning sections of the level, while keeping a good flow for action and resting points. As the level goes through, it involves using a lot of the mechanics at the same time to move through platforming sections.
Using Color Theory to Complement my Level Design
Specifically for the Time Travel Mechanic, I needed a base world that the player would never see, and I needed it to work with both the Ice and Fire worlds.
The Base Persistent Level was made up of general floor and platforms that would NOT change even when using the Time Travel Mechanic.
I would then add the Fire and Ice levels, complemented by Post Processing Effects that would make the Red and Blue colors pop out a lot.
Using COLOR THEORY to bring these two levels together, the base one was made out to be a subtle purple color. Because the combination of Blue and Red makes purple, having the base platforms be this color would not conflict with the impact of the following colors, it would complement it.
The two primary colors are Red and Blue, thus making the secondary color Purple.
If I were to use green for example, it would conflict with Red and Blue as shown in the next pictures.
In the following pictures, you can see the base level being purple (The player would never see it), and you can also see a green crystal that will definitely pop out, but if it were to be a base for the level, it would conflict with the two important colors.



Purple stays as a subtle base for the level without conflicting with the main Red and Blue colors.
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In the images, you can also see a green crystal, if I were to use green as a base for the levels, it would conflict with the main colors (Looking at the crystal staying green for the blue level and then the crystal turning blue for the red level).
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Instead, I used Green to indicate an important button, because green is more noticeable in this case.

Top Down Images and Explanation
Using IPM (Introduce, Practice, Master) and a 1 2 3 Action method, I designed this level.
Keeping IPM and Refugee/Rest points in mind, while increasing the difficulty, made this level flow very well.



