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THE PIT

January 2024 | College Project

3D platformer level set in a volcano. Boxy, the protagonist, is distressed due to the high temperatures of his environment, so he embarks on an adventure to find an oasis on the other side.

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I was the sole developer on this project. The focus of the project was level design with some programming.

The Pit Header

Background

This level was developed for my level design class at Sheridan College. The goal of the assignment was to use a pre-existing 3D platformer package, and create a fully functional greybox prototype. 

LEVEL DESIGN

My design process started by simply trying out the platformer package. Metrics as raw values are important, sure, but I think it is more important to take a moment to play the game, get a feel for it, because you naturally absorb so much valuable insight on what feels good when you play. I also wanted to test the different mechanics in the package. Thankfully, the creator made a very useful playground with all the available mechanics including:

  • Moving platforms

  • Enemies

  • Coins

  • Checkpoints

  • Static hazards

  • Pushable objects

  • Throwable objects

  • Ziplines

  • etc.

3D Platformer Package Playground

With this many mechanics at play, I decided to focus on a few key ones, and then explore the different combinations I could make. Since this was a school assignment where everyone was working with this package, I decided I would code a mechanic which wasn't present by default to make my level stand out more. The final level focused on the following mechanics:

  • Moving platforms

  • Enemies

  • Pushable objects

  • Trampolines (my mechanic)​

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Designing Through Combination

An approach to level design that I employ a lot is looking at all my gameplay mechanics and combining them to see if there are any interesting interactions worth exploring. I find that this kind of experimentation often leads to interesting emergent gameplay mechanics. Players are just as excited to find out how the interaction will play out as I am while initially testing them. These combinations are also fantastic for keeping mechanics exciting throughout a level.

Pushable box + Trampoline combination
Pushable trampoline showcase

Another interesting interaction that I found was that if you grab onto a pushable block while airborne you can actually hold onto it indefinitely. This then gave me the idea to combine this with moving platforms to make these gondola type objects.

Gondola showcase

Additionally, this approach provides a very natural sense of progression. Players get introduced to and tested on one mechanic, then another one, and then they get to show off their experience with both when the combination is introduced. 

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Compelling Greybox​

For a greybox to be effective, it not only needs to demonstrate how the level will function, but also give you a preview of what the aesthetics of the level will be. This level is set inside of a volcano, naturally the environment should feel threatening and foreboding, but also grandiose and beautiful. I believe these elements can be clearly seen while playing the level.

Level start

The use of reds and oranges all over the level set the tone immediately; these colors surround the player throughout the entire level until the end, where the players is engulfed by blue to signify safety. In addition to color, the level is full of stalagmite like formations, these add to the ever-present sense of danger.

Stalagmite showcase

Space is also very important in this regard. The level itself occupies a fairly small area all things considered, but the walls that surround it make it feel bigger than it actually is by highlighting the boundaries of the level, even if the player can't actually traverse most of that space. The result is that players may, at first, feel like they've got their work cut out for them if they want to finish the level, and therefore feel a bigger sense of accomplishment when getting to the end.

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