Type: Solo
Project Length: 1 Month
Skills:
Tools:
What was the goal?
This was a level design assignment for school where we were given a Unity platformer tool kit with the challenge of designing a level utilizing the mechanics, iterating on it through multiple playtesting sessions.
What was the output?
For my level, I decided to base my level around a thief breaking into a castle to steal gold, having to make their way through a treacherous dungeon with parkour and enemies in order to find the treasure. My original draft of the level was actually not to my liking at all!
I changed it after my first playtest to focus much more on the dungeon rather than the castle, as it allowed me to get way more creative with the obstacles and enemies. The original level was also far too confusing with the layout, so I opted for a much more linear structure with alternate paths within it, like secrets in alcoves to the side and behind the player. In the end, I was much happier with the final result! The level was much more well received thanks to the playtesting feedback.
Takeaways
This project specifically taught me a lot about iteration and playtesting. I feel like my level wouldn’t have reached the final state it did at all without all the helpful feedback I took into consideration thanks to playtesting. This was also one of my first times making a 3D platformer in Unity, and level design wise there was a lot to consider, especially with the camera and the player’s ability to see everything before they make decisions! I think in the end, my level accommodates this rather well, and the playtesters were very happy to see the changes I had made.