Sink | 2024, Unity
Square yellow bullet point
Level Design Document
Square yellow bullet pointSquare yellow bullet pointSquare yellow bullet point
Game genre : Roguelite
Duration : 3 weeks with 9 people
Due to production problems, no gameplay and production still at blockout step
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Main points : adapt level design to procedural generation, different room shape, size and function, thought process aboout placement in level, respect of the Albator's license & universe
Intentions
Through this example level, I wanted to create a level that challenges the player's use of his character's abilities, whether they are physical or not (jump & dash for example).
Another objective was to create a tension when thinking of him going against a whole crew but also a variety of other feelings when going through rooms (relief for heal room, apprehension for boss room for example).
The levels should be rather quick to complete as the global objective of the game is to catch a criminal. The player must be quick in his decision-making.
Iterations
Post project
Many iterations about the level design were made during this production.
It had to be adapted to the design choices about the procedural system : shape of a spaceship, dimensions that make them able to be combined, laid easily and without conflicts such as a room overflowing into another. If not respected. those conditions could greatly hinder the player's progression in the level and even softlock him. But those procedural generation's conditions are also a flaw. It greatly limited the creative liberty we could have had for levels' layouts.
The main inspiration that was given to us during feedback was Warhammer 40k : Rogue Trader. After looking at many spaceships' references from this game, it could indeed have been a great inspiration in how to build the procedural system and the levels themselves.
The next step for this Level would be to actually test if it would work with a procedural generation system since just the theory was done. For that, I could switch to Unreal Engine since I know more about how to program on it. I also found a free procedural dungeon plugin on GitHub which could give me the opportunity to test it further. There would also be huge changes in the layout of the whole level as it would offer even more creative opportunities. The last thing I could think of would be to create more modules to adjust the experience and offer a new one in each fight room.
Designers
Credits
Artists
Producer & Tech Designer : ALEXANDRE Nolan
Tech Designer : MOUCHET Théo
Narrative Designer : BAVAY Sébastien
System Designer : VEROLLET Arthur
3D Character Artist : LEVRA-JUILLET Jules
Level/Technical Artist : PADAY Benjamin
Level Artist : BARQUERO Roman
Props Artist : VIRIOT Maxence
Technical/Props Artist : RAYNAUD Léa