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Game/Level Designer

  • Personal project with a team of 7.

  • Developed Furokaze, a first-person platforming game set in fictionalized feudal Japan.

  • Players navigate mountains, walls, cliffs, and caves using gravity manipulation and parkour-inspired movements.

  • Responsibilities: prototyping gameplay mechanics through Blueprints, crafting engaging level designs, and curating an immersive player experience.

Furo is part of the Kaze clan. Being almost a Sōhei (warrior monk), his initiation is to restore the elemental stones across the Kaze clan’s land. Using parkour and his grappling hook, Furo is a master at moving rapidly through an area and can also manipulate rocks and debris using a gravitational power.

Level Design

Level Design

Blocking - First pass

  • Implement a gradual and effective pacing to teach all mechanics to players.

  • Follow the order of teaching: Jump, Wall run, Grappling hook, and Gravitational power.

  • Incorporate multiple instances where mechanics are combined.

  • Ensure a well-designed learning curve for smooth progression.

After many playtesting from different players and a few level design passes, I came up with the final version of the level.

Level Design - Final pass

  • Begin with an immersive cinematic that offers an overview of the level and environment to the player.

  • Integrate various in-game tutorials within the environment to teach essential gameplay mechanics such as Jump, Wall run, Grappling hook, and Gravitational power.

  • Initially present the mechanics in a straightforward manner, gradually increasing their complexity and satisfaction.

  • Construct gameplay sequences that cleverly combine all the mechanics, fostering a rewarding sense of accomplishment for the player.

Level Design - Top View

In the final level pass, I strategically divided the entire level into zones with varying difficulty curves to provide a well-paced experience for the player. I focused on incorporating abundant vertical elements to enhance the level's intrigue and engagement, giving the player a sense of exploration in a vast environment surrounding the central tower.

 

My intention was to create an introductory level that left the player curious about the potential of the game mechanics and level design if it were a complete game. Hence, I placed the gravity power sequences towards the end to avoid overwhelming the player with mechanics while introducing something new that would be further utilized in the next level.

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Level Design - Design Process

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Zone 1

So in the beginning of the game, I wanted to teach the player the basic movement controls. With the bridge, I'd teach how to run, sprint a do jumps.

In the same zone, I would teach the grappling hook to the player. The first one would be very simple. The second one, it would be a floating kite, the player would be forced to use the slow motion mechanic to hook on it. The player wouldn't need to move to hook on this one, it was an easy way to introduce something new,

 

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Zone 2

In zone 2, the objective would be to gradually teach the wall running to the player. It would be two simple wall run, but I added some verticalities to make it interesting by adding one grappling hook sequence to it.

 

Zone 3

In zone 3, the goal was to increase the skills of the player by adding difficulty to the wall run, but at the same time keep it fair for the player. That is why I made a wall run - land on the platform - wall run - wall run - grappling hook. With the help of the playtest, I quickly saw that the players liked the fast platforming and it wasn't too difficult to master either.

 

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Zone 4

In zone 4, it would be all about increasing the skills of the player towards the grappling hook only. At the end of the sequence, I would force the player to use the slow-motion mechanic and hook on a kite, all that while in the air.

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Zone 5 & 6

Here I just wanted to create sequences where the player would use the grappling hook to go up and down and around platforms. I just wanted for them to have some fun and practice their skills even more while going to and through the tower.

Zone 7

Here the goal was to mix all the game mechanics previously taught. It would be challenging but that is where the player would really feel like they're doing some kind of parkour and start feeling like they are mastering the gameplay.

Zone 8

Zone 8 is where I would introduce a new game mechanic, the gravity power. I wanted the player to take their time to really understand how it works and how they can play with it.

Zone 9 (ending)

For the ending, I wanted to force the player to use the gravity power while in the air. What I did was to put a hook right before the gravity power section that would propel the player into the air. Then, the player would have to use the slow-motion to aim at the gravity platforms and then finally get to the end cinematic. 

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Game Design

Game Design
Mechanics

For each gameplay mechanic, I took the initiative to showcase my own prototype version, highlighting any issues encountered during testing. Afterwards, I brainstormed ideas on how to enhance the mechanics and conducted playtests to validate the improvements. Fortunately, we had the support of a dedicated programmer who collaborated with us to implement the final and refined versions of the mechanics.

Grappling hook - Prototype version

Fast and enjoyable, but lacked precision and had visually unappealing elements.

Grappling hook - Final version

  • Implemented a 1.5-second slow-motion effect when the player holds down the grappling hook button, enhancing precision and control.

  • Added an outline on the hookable mesh, improving visual clarity and making it easier for the player to identify viable grappling points.

Wall Run - Prototype version

  • Lack of clear feedback made it difficult for the player to determine if they were successfully wall running.

  • The player had the ability to wall run indefinitely, which removed any challenge or limitation.

Wall Run - Prototype version

  • Implemented the ability for the player to control the speed and duration of the wall run, allowing for a personalized experience.

  • Introduced a camera angle adjustment at the start of the wall run to provide a dynamic perspective.

  • Incorporated a gradual transition of the camera angle back to its original position as the wall run approaches its conclusion, aiding the player in recognizing when the wall run is about to end.

Gravitational Power - Prototype version

  • The gravitational power mechanic was highly unpredictable in its behavior.

  • Some platforms were not consistently traversable, making it challenging for the player to navigate.

  • The cubes, influenced by the character's weight, would instantly fall, affecting the gameplay negatively.

Gravitational Power - Prototype version

  • Redesigned the meshes affected by gravitational power to form a square shape, providing visual consistency and clarity for the player.

  • Made the affected meshes immune to gravity, ensuring they remain stable and unaffected by gravitational forces.

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