Level Design Objectives
1. Create a "vertical" figure eight. Lead the character around the same environment using different lanes and heights.
2. Create two distinct environments, the difference in social class is shown through verticality.
3. Create a world worth exploring. The world seems big due to buildings and objects that are unreachable, however, there is plenty of objects and places to search for in this small set.
4. There's a world outside of the character. Even in the blockout, I wanted players to feel like each piece and character has personality.
5. Create different types of combat arenas. Larger area for bigger brawls, longer lanes for long/medium gunfights, and tighter corners for close up combat.
6. Options for various combat approaches, direct and more stealthy
Top Floor
Top Floor
Bottom Floor
Bottom Floor
Opening
Opening
First Marker
First Marker
Hidden Path and Lights
Hidden Path and Lights
Following the Lightss
Following the Lightss
Blocked Space
Blocked Space
Open Area
Open Area
Market Place and Small Combat Area
Market Place and Small Combat Area
Larger Combat Space
Larger Combat Space
Collapsed Bridge
Collapsed Bridge

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