The game itself is a 4-8 player small scale battleroyale where the narrative is to gather as much loot as possible and escape the twisted halls fighting both players and mobs standing in your way.
When i joined there was already a set modular kit in place which i worked with to create unique levels that could be seamlessly generated next to each other without loosing their own personality and niche.
My goal was to make levels for a game that already has its core features and for me to work around them and further develop my skill as a level designer within those set boundaries.
14 week project
10 Complete levels
Level & game design
Designing levels for an ever-changing castle has posed quite a challenge, especially considering the random generation aspect that can be perceived negatively by level designers. However, for me, it presented an exciting opportunity. I wanted to create a castle that offers a unique experience every time one enters, while still maintaining a consistent flow and level of difficulty.
To achieve this, I needed to establish certain guidelines. These rules were put in place to enhance replayability, encourage exploration, and create fresh combat encounters. Additionally, we categorized rooms based on their main focus, such as PvP (player versus player), PvE (player versus environment), and traversal, allowing us to have more control over the overall experience.
To further enhance the castle's design, we decided to introduce larger rooms with a lower probability of appearing. This helped add variety and surprise to each playthrough while maintaining the core principles we established.
Overall, the goal was to strike a balance between randomness and consistency, providing players with a castle that feels new and engaging every time they enter, while still delivering a coherent and challenging gameplay experience.
I designed the levels to prioritize PVE gameplay, adopting a simpler layout that features spacious areas for engaging multiple mobs.
To enhance the visibility for potential ambushes by other players, I minimized the presence of small rooms. Instead, I opted for fewer entrances, but with larger "doors." This way, players could maintain constant awareness of the nearest entry point, without risking getting cornered by enemies.
While crafting a level centered around PVP gameplay, my primary focus revolved around ensuring ample space that wouldn't impede melee combat. Consequently, I made substantial efforts to minimize clutter and obstacles that could hinder movement, while still providing strategic hiding spots for players. Additionally, I particularly enjoyed incorporating elements of cat and mouse gameplay as well as promoting ambushing, and I sought to amplify this dynamic within the PVP levels.
PvE & PvP Design
Designing this particular tile proved to be quite challenging as I aimed to strike a delicate balance between catering to both PvE and PvP experiences. To achieve this, I decided to implement a partial separation by employing distinct flooring or creating small entry points that transition players from a PvE-oriented space into a PvP-focused area. This approach allowed me to maintain a healthy relationship between the two gameplay aspects.
Within the underground section, I designed a predominantly intricate maze intended for navigation, strategically incorporating well-placed traps and numerous one-way paths. This area primarily serves as a means of travel, offering limited loot opportunities and sparsely populated with enemies. Occasionally, players may find themselves compelled to descend here, either to evade a more perilous threat or to seek a swift shortcut towards the subsequent tile.
Describe your image
Describe your image
Describe your image
I leveraged lighting as a strategic tool by incorporating a blend of darker and brighter areas within the level design. This deliberate contrast piqued players' curiosity, enticing them to venture into the depths of the dark corners while seeking solace in the intermittent glow of light as a temporary sanctuary. To enhance the overall diversity of gameplay experiences, I introduced a dynamic element where certain rooms have the potential to spawn with varying lighting conditions, further adding to the variability and intrigue within each game.