Blade Life

Summary: A platformer with many different abilities, all based on movement. This is the first Project where I was in a Two-person team, and I was the Level Designer.

Role: Level Designer/Enemy Designer

Project: Classwork

Team: E-Squared (2 people)

Development time:  June 2021-July 2021

Made Using: Unity

This is the first Project where I was in a two person team. I was the Level Designer!


Lessons Learned:

Level Progression: Pacing a series of levels to slowly incorporate more and more features of the game is incredibly important to pacing! It can even save a bad level if done correctly!

Level Theming: By building a level around a certain theme, you can get a lot more out of a mechanic and make some creative set-pieces!


Creating The First Level

  • This was the second game I was involved with in my GAM150 class.

  • I was brought on as the level designer, while the other team member, Eric Moser, was the systems designer and handled the programming.

  • This allowed me to go all out on level design. For this game, I challenged myself to create 5 levels in 6 weeks. To help in getting things done quickly, I used some of my old assets, including my tutorial signs from Laboratory 5.

  • This was the first enemy encounter in the game.

  • I intentionally made it so the player has a height advantage to avoid scaring them with a sudden enemy attack and to allow them to fight the enemy when they are ready.

  • I did this later with all the other enemy variants, of which there are 3 per enemy type.

  • The original version of Blade Life had secret gems that could be collected, but ultimately served no purpose.

  • I floated the idea of perhaps hiding developer trivia as our collectibles, and it stuck.

  • This also allowed me to create many secrets and side paths that players could access within the levels.

  • Seen here is one of the new items introduced in the system, sword orbs that allow for sword bouncing.

  • Sword Bouncing also worked on enemies, which I tried to showcase with the introduction of the new flying slime enemy type.

  • However, in playtests, the players struggled to register the sword orb as a part of the level.

Creating The Second Level.

  • This area was meant to finalize the showcase of enemies by introducing the blue wall slime.

  • This was done in a space that was easy for the player to study their movement.

  • This also reviewed the sword bounce mechanic introduced earlier.

  • Seen here is a simple block puzzle. Block puzzles were in the original version of Bladelife, and I wanted to expand on what was possible with them.

  • However, I could not dedicate a whole level to exploring this idea, nor much space, as I only had so much time to playtest and make levels. As a result, many of the puzzles were tragically simple.

  • This is an example of one of the side paths I had created for secret hiding.

  • The idea was by beating this more advanced sword-bouncing challenge. The player can see some new information about the game.

  • This was also obviously a side path, as a checkpoint just out of frame is visible to the player.

  • This is level 3, based on an underground forest, and this is also where we show off the float mechanic.

  • This is a showcase of my attempt to create various themes within the level using our limited asset pool, since the previous level is intended to be a gem cave.

Creating The Third Level.

  • Level 3, unfortunately, I believe, is the worst level in the game.

  • The issue with the level is its openness and the use of the newly introduced air vents, which made it confusing to navigate.

  • Thankfully, I have learned my lesson with signifiers and have taken it to my newer projects.

  • Another showcase of level 3's failings. The puzzle is intended to have the player slowly float down and strike the slimes as they fall.

  • Unfortunately, I did not consider how heavy the player would be, and results in a challenge that is easily passed by just not floating.

  • The lesson learned here is to evaluate the game's systems before creating any challenges.

  • This boss arena is mostly unchanged from its original version.

  • However, I added some side platforms and sword orbs along the edges so the player can escape the boss if they get cornered by lasers or missiles.

  • Level 4 introduced the wall climbing ability and stomping mechanics, which means I got to experiment a lot with verticality in this level.

  • This is arguably my favorite level, as its tall towers allow for lots of speed and controller freedom.

Creating The Fourth and Fifth Level.

  • Level 5 was the final level in the game. I tried to create an oppressive atmosphere by starting the player in between some broken pillars.

  • This was meant to create a sense of seriousness by saying, “You’re in the big leagues now.” I unfortunately was familiar with the term “red overload” when creating this level.

  • In this block puzzle, I wanted to challenge the player by adding some more complexity. However, as I was designing this, I realized there’s a possibility the player could soft-lock themselves.

  • To counter that, I added in that singular spike as it would teleport you back to the start of the puzzle. In my future puzzle designs, I actively tried to avoid making puzzles like that again.

  • This final segment is meant to be a kind of mad dash to the top as the big, scary laser comes at you. In the original version of Bladelife, this pillar was relatively easy to access.

  • I wanted to make it a little more complicated to make the final slam much more satisfying. It’s a very simple dash that tests almost all the abilities introduced in the game, but it feels very satisfying to do!

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Laboratory 5