A downloadable game

Class: Level Design

Aim: This project's goal is to focus on games as systems, and to create a level of my own in a way that would be both engaging and understandable for the player. Narrative design and Spatial design need to be taken into high consideration in order for the player to feel the true intended experience I am intending.

Role - Level Designer

CONTENT:

Title: The Final Trajectory (Co-op Map)

Description: I created this map for a potential top-down 2D co-op game. There would be two players who would find themselves fleeing their planet from an overhaul. Having to maintain their rocket ship on their mission towards a new planet, the players both must repair parts of the ship to keep it in flight. Each player has their own unique mobility stats and perks, limiting their movement across the map. They must work cooperatively to succeed in keeping their rocket on the go towards a more sustainable planet.

Process:

Game Aesthetic: For my level, I used the game Control as an aesthetic inspiration.

Visual Qualities - 

The areas appear bright in color, showing that the area is or at one point was a happier, comforting area. There is plenty of light, which makes the areas easily visible through the fog. The foggy airs give off a rather spooky vibe, which gives off an effect of something being off or not quite right. It is very unsettling at times.

Conceptual Qualities - 

The fog in the air really gives off a gloomy feeling. In mystery games, it really helps the aspect of feeling like you both don’t know things and discovering things becomes more satisfying. It also helps build a tension for the player, as they begin to fear what they cannot see. 

History - 

The aesthetic history of control is based around the Cold War era. It is inspired by paranormal stories based off of the fictional SCP foundation. Many of the game aesthetics were inspired by the “New Weird” genre.

Level Implementation-

The fog in the air and the gloomy vibe it gives off would tremendously help my game with the suspense feeling and tension when some objects need repairs. It could help fit the aspect of the ship malfunctioning, as well as when events occur. The idea of showing a little bit of destruction also caught my attention, as to also help the player get the feeling of them being in a rather less calm environment.

Outcome:

Enemy Pathing/Critical Routes:

                             (Enemies don't damage the player, but rather 

                        act as roadblocks/barriers to body block the player)

Player Stats:

Leave a comment

Log in with itch.io to leave a comment.