This year I’m working as level designer on our final year game project: Curiosity.
In assocation with our artist, I build the base of the environment the player will explore. I’m also responsible of the features placed and used in the level.
Curiosity’s Insides have to look like natural caves that the player is free to explore. As a level designer, I have to create natural, but also obvious ways and the objectives must be clear. I try to stir up the Curiosity of the player, placing hidden alternative ways and many dark corners.
That’s why I work closely with our team of artists, looking for the right lines of sight, the feasability and naturally the logic aspect of my level.
The following video sums up the first version of the “Inside’s Discovery“, part in which the player fall into the insides of the planet.
This part is also a tutorial: the player learns how to interact with the environment, using the heat of the crystals to make the plants grow !
The lights are actually WIP and the different colors are feedbacks for our artists.
Blue is for natural lightning, to give hint about a place to discover.
Yellow is for a landmark or a glyph (narrative element).
Green is for an hidden collectible.