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UCLan Games Design 01 - First Level Design

 

Here you can read about my progress throughout the duration of my first project at UCLan.


The Brief

In this brief, you will learn how to create a top-down level design on paper. You will be given a set of mechanics that you must structure your level design around. The level design must have a start and a finish, with all key gameplay clearly numbered. You must also provide a document explaining any key gameplay you have included.

Finish the project by creating a final version of your top-down level with annotations inside Adobe Photoshop.

Player Attributes

Player 1

·       Player can heal from a distance (Limit of 3 times)

·       On-site hacking: Can hack objects that need to be hacked by direct interface rather than wirelessly.

·       Large and strong, can lift heavy objects and Player 2.

·       Has a weapon

 Player 2

·       Player can heal when next to the other player (Limit of 3 times)

·       Wireless hacking: Can hack into an object from a predefined distance, based upon line of sight.

·       Can get into small spaces, is small and light.

·       No weapon


Location Choice

We were given a choice out of these options:

  • Military Base
  • Junkyard
  • Abandoned City
  • Construction Site
  • Nuclear Power Plant
  • Warehouse

Time Period

The game world is set between 1940-2140 (Choose from given locations), where you will play as part of an intelligence inquiring team (Hacker) and have the means to hack into and control systems.

For my level specifically, I have chosen the year 2040 as it allows me to reference current reality and stretch it a little for the player's benefit. For example, setting this level 20 years into the future means I can place electronically controlled drones inside my design for the players to use their hacking abilities as a tool for progressing them through the layout of the level.


Must Include:

  • A.I. Controlled Enemies
  • Cover Objects to aid the Players
  • Interaction Objects/Spots where the Players must work towards reaching to progress further.
  • Progression Items for the players to use that aid their progression.
  • Mostly Linear Path with minimal back-tracking on previously explored areas.
  • Be playable by 2 Player Characters in a co-op experience.
  • Landmarks that the players can use to navigate through the level.

My Ideas

The setting I have chosen is a construction site map during the year 2040 where the two playable characters will be immediately separated from each other and will not be able to traverse the whole level solely on their own. I am focusing on creating a design and layout that will force cooperation between the two players at both team communication and individual skill on a challenging level.

Player 1 will be forced to traverse around the centre of the map having to explore routes that go over, under and around the area where the player 2 character is standing. Meanwhile, the 2nd player will be forced straight through all the enemies and since they do not have a weapon they will only be able to sneak around enemies or distract them for a short while before the mission is failed.

The reason I have chosen to structure my player routes this way is so that the two players are forced to communicate their perspectives and capabilities to each other with managing to be spotted by the A.I. controlled enemies. Player 2 will need to listen to the above perspective of player 1 and manipulate their surroundings through the non-combat hacking abilities they possess in order to allow player 1 to gain a vantage point for the next area and progress this way until both players have rejoined at the end of the level. From the player 1 perspective, they will be able to see enemy routes, numbers and nearby objects within the vicinity of player 2. It is then up to player 1 to communicate that information to their player 2 partner and protect them from engaging in combat and failing the mission.

Draft 1



Draft 2

Draft 3

Draft 4

Draft 5

Final Version


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