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Level Design
A study on level design and approaches that will be used in a game.
First Part
The first part of the level will be the tutorial for the beggining of the game, will be a sidescroller area introducing the very basic aspects as the gameplay such as walking, jumping, hiting and taking damage.
In the drawing I'm more concerning in ilustrading ideas that can be used in the level in a simple way that can be identified, such as light green for running areas, light gray for jumping spots, and so on.
Second Part
The second part of the level turns into third person, here the player is granted with a more complex approach but exactly same gameplay that he was presented in the last level.
The player also reachs a point wher he should choose between path A or B, the mais difference will be one path will be more focused on jumping while the other will be crowded with enemies. After the player acquires a item, a persecution part will start.
Boss Fight
This part of the level will be persecution, after the player gets the item for the level, raising the difficulty from what the player learned in the beggining of the level since will be more fast paced.
In the section E the player will have the change to pass it with stealth dispersing the stalkers, and move on to the boss fight and end of level, if stealth was not made, the stalkers will join the boss fight.