Note: This page is an overview of the level.
To learn about the moment-to-moment gameplay, please read this in-depth document I wrote.
Duties: Level, Systems, Puzzle, and Combat Encounter Designer.
Tools: Unreal Engine, Blender, Photoshop, paper and pencil.
Level overview (right). The orange arrows represent the main path, leading from the bottom to the giant sphere. The blue ones are detours to reach collectibles.
Behind the appearance of a complex stage full of secrets and paths, there is a fairly linear structure. Twists, branchings and different heights reinforce the feeling of exploration. There are plenty of spots from where the player can see past and future sections of gameplay, making the place more consistent and immersive.
Left. Carts can push the enemies and make them fall, adding more reactivity to the scene. This is a feature I proposed to the creative director.
Right. Final combat of the level, which unfolds through an ascending scaffolding structure. Enemies have scripted acting designed to look more alive and reactive.
Ghost animals were placed by Laura Roldán.
Level-specific game mechanics were designed between the creative director (Alexis Corominas) and me, and programmed by Rubén Pineda.
Interactable sprouts were placed by Laura Roldán, while their “jigsaw” compositions with the grass patches were done by me.