Puzzle game under NDA
Description
The project is under NDA and not released yet, so I can not give a lot of info on it.
My contribution
I was the Level Designer for two areas: one of the games largest levels and a smaller one. Some specs and constraints like identity of the spaces, gameplay mechanics to use or desired game feel were given beforehand. From there I took over and owned my levels from start to finish. Things I did as the owner of my levels:
- Design puzzles
Lots of them. Way over 50, not all of them ended up in the game, though. Most of the time my puzzles resolve around one or two key moments. Those key moments are usually designed as a first draft on paper. I then bring them into the engine as a blockout to find out what else is needed in the puzzle to make the key moment possible and impactful. Over many iterations and under consideration of playtest results this then turns into a well functioning puzzle experience. - Design and prototype mechanics
Some mechanics that were intended for my levels only existed as a first draft on paper when I started. I turned them into something concrete that supports the gameplay and covers also the edgecases. I also prototyped a working version of these mechnics with our tools to use them in my level design process. - Design spaces
Two things need to be appealing. The content and the space. In my case the content is the puzzles. And the puzzles need to exist in a space. So I build the spaces for the puzzles to exist in. I paid attention to what identity the space is supposed to have and that my geometry supports that. I made sure to present the puzzles in beneficial ways when approaching them. And I also set a focus on incorporating interesting shapes and verticality. - Collaborate
I was in steady exchange with my colleagues from all departments. What narrative beats will be covered in the level? How can we incorporate them the best? Can we make this shape work when art comes in or is it too abstract? What can I do to ensure good performance in the level?