Level Design Assignment
Assignment Summary
Level Assignment Overview
- Objective: Plan, build, and refine a mid-game level.
- Scope: A short vertical slice of the game.
Player Context
- Takes place at the midpoint of the game.
- Player has full knowledge of controls and mechanics.
- Level should challenge but not overwhelm.
Narrative Setup
- Set in Feudal Japan.
- Play as Date Masamune/Senji Tome.
- Framed for murder by General Oda Nobunaga.
- Mission: Weaken the general’s influence over surrounding villages.
Design
I chose a gatehouse setting to create a stealth-centric environment perfect for quiet, strategic gameplay. The level features a dark, moody atmosphere that heightens tension, while a clear spatial flow—achieved through strategic lighting and verticality—guides players subtly. The high ground and overlook position empower players to plan their routes effectively.
Narrative
I used environmental storytelling, overheard dialogue, and NPC interaction to immerse the player in a world of betrayal and corruption.
Ushi Maki Ramen, a captured smuggler, offers a hidden escape in exchange for help. Guards misuse his confiscated wares, revealing their corruption through dialogue and scattered clues.
Players choose between escaping through the main gate or helping Ushi to access a hidden passage behind a bookshelf, rewarding exploration and choice.
Guiding the Player
I designed the level to naturally guide players using lighting, elevation, and composition. A high vantage point lets players scan the open gatehouse and plan their route.
A large window casts god rays onto the main gate, marking the objective, while brightly lit paths contrast with darker side rooms to steer movement.
Bright cloth on vaultable windows signals traversal points, and verticality naturally increases difficulty. Starting high grants control, while descending raises tension.
Blockout
I started to create a hand-drawn layout and then I did architectural research, then I built the blockout in ProBuilder (Unity) and refined it through peer feedback.
To fix predictable symmetry, I added support beams on the lower floor and a commander’s study on the upper floor, improving flow. Lighting and environmental cues were adjusted to enhance player guidance.
These changes made the level more engaging, balancing high-ground advantages with varied movement options for a fluid experience.
Reflections
This project taught me how to use ProBuilder and similar tools as well as lighting techniques and player guidance in stealth-based level design. I learned the importance of giving players a vantage point early on, allowing them to plan their route strategically.
The biggest challenge was grasping the fundamentals of level design—from planning the layout to using new tools like ProBuilder. At first, it was frustrating, but overcoming those struggles helped me understand how to approach the early phases of level creation more effectively.
If I had more time, I would refine color usage, narrative elements, and lighting adjustments to further enhance the atmosphere. I would also implement audio and music, as I believe sound design could elevate the stealth experience by reinforcing tension and immersion.