top of page
Difficulty : Moderate
​
Walkthrough : 6 min
Difficulty : Moderate
​
Walkthrough : 6 min
Skilled level designer avid to tackle any challenge, with a fondness for creating captivating moments that engage the player.
My Role
​​​
In Dream Watcher, I was appointed a mid-game level named The Crypt. In addition I was also commissioned the introduction level called The Main Entrance.​
​​
Participation in Pre-Production Documents :​
-
The Crypt (LDD)
- Main Entrance (LDD)
-
Puzzle Solving (RGD)
-
Navigation (RGD)
- Player motivation​
-
Flow strategy​ (Owner)
About the Game
​​
-
3D Platformer (Metroidvania)
-
Pillars : Physical manipulation, exploration (platforming and puzzles) and tidiness.
-
Synopsis : The main protagonist must explore and tidy up the Library of Dreams, with the purpose of reestablishing order in the Dream Realm.
Constraints
​
-
Remote production
-
Made in 14 Weeks
-
Work based on Rational Game Design documents.
-
Developed using the Unity Engine
Level : The Crypt
(Mid-Game)
Level Art : Yaraslau Kudzelka
https://www.artstation.com/yaraslaukudzelka
Crypt
Gameplay Video (9:27)
Personal Accomplishment
Coordinating moving platforms to open passages and create a memorable "WOW" effect for the player.
​
These sequences became a standard for the whole team throughout production.
The Process
Level Requirements
Difficulty : Moderate
Player Masters​
-
Grab and Pull mechanic
-
Kick Objects/Enemies
Teach Player​
-
Climbing mechanic
-
Strength (Ability to move stacks of cubes)
Introduce Ingredient​
-
Climbing points
Walkthrough : 6 min
Due to miscalculation in section size most levels are longer to complete than expected.
SpeedRun : 8 min
Rewards​
-
Nightmare Claws (Relic)
-
Senior librarian
-
Librarian
-
Codex (4)
-
Pages (undetermined)
Enemies
-
Fire Monkey (3)
-
Nightmare Spider
-
Enemy Respawn Point (3)
Found in the Level
-
Platforms (Static, Movable, Moving)
-
Swing Anchors
-
Drawers
-
Movable Cubes
-
Switches
-
Lethal Zones
-
Destructible Walls & Webs
-
Candles (Inflammable)
-
Big Book Shelf
-
Small Book Shelf
Gameplay Intents
-
Create loop in the layout connecting Section 3 to Section 1 (Exit).
-
Gating the player as he progresses into the depths of the level.
-
Linear progression.
-
Collectibles : Used as a reward for exploration and guidance.
-
Include rewarding exploration.
-
Final challenge : Climbing back up while backtracking through Section 1 with newly found abilities (Climb and Move stacks of cubes).
Section 1
Section 3
Initial Layout
Section 2
Design Challenge ​: Line of sight initially 60m - Reduced to 40m.
Solution : Divide large spaces into smaller rooms interconnected by passageways.
Final Layout
Section 3
Section 1
Section 2
Section 1
Section 2
Section 3
Level : Main Entrance
(Introduction)
Level Art : Antoine Dubois
https://www.artstation.com/adc_projectz
Main Entrance
Short Gameplay Video (2:11)
Gameplay
Gameplay Intents
-
Emphasis : Teach core mechanics
-
Collectibles : Rewards for exploration and guidance
-
No punishing sequences
-
Linear progression
-
Rewarding exploration
-
Final challenge : Combine what was taught
The Process
Level Requirements
Difficulty : Very Easy
​
Walkthrough : 2 min
Teach Player
​​
-
Basic movement and camera controls
-
Grab and Pull mechanic
-
Swing mechanic
Rewards :
​
-
​Codex (2)
-
Pages (undetermined)
Introduce Ingredients
​​
-
Movable Cube
-
Static Platforms
-
Drawers
-
Swing Anchor points
-
Movable Platforms
Initial Layout
Section 1
Section 2
Section 3
Design Challenges
​
-
Reduced to 2 sections
Due to miscalculation in section sizes, most levels needed to be shortened by one section.
​
-
Line of sight initially 60m - Reduced to 40m
Solutions
​
-
Incorporate what was supposed to be taught in section 3 to section 2.
-
Smaller rooms/More angles (corners)
Final Layout - Section 1
​
​
-
Narrative cinematic
-
Must use core mechanic to progress - Introduce Movable Cube
-
Practice navigation skills
-
Introduce Static Platforms
-
Reward exploration
-
Exit
1
2
3
4
5
6
Final Layout - Section 2
​
​
-
Introduce Drawers
-
Introduce Swing mechanic
-
Introduce Movable Platforms
-
Combine what was learned to reach the exit
-
Exit
1
2
3
4
5
bottom of page