YEAR 2 | LEVEL DESIGN

TWO WEEK DESIGN TEST

Level design test based on the following game beats

  • Enemy A.I. encounter
  • A change to the escape plan
  • Small puzzle the player must overcome
  • Low intensity moment for the player to catch their breath
  • WOW! moment
  • Exit from the level

Lukasz guided the player through the level by focusing on the environment layout, scene verticality and lighting.  Props rotated in the directions he wanted the player to move through, and destination areas had brighter and warmer lighting.  He created a series of modular blueprints to facilitate quick iteration of level mechanics.  This involved all the A.I. running off a single blueprint with easy interchangeable ally to enemy conditions and activity states of PATROL | CHASE | OPEN DOOR | PLANT BOMBS.  This intuitive AI system framework facilitated quick and flexible design iteration throughout the project.

LUKASC KYC (2019)