Level Design

Before creating the final environment model, the level itself had to be designed. This required the definition of the various pathways or events throughout the level. The main premise of the game is the player is to engage the role of Groshuk-pi in a first person shooter style game in which she must defeat the humanoid droids, scale buildings and break codes to reach the final goal of capturing the command centre. Therefore it is crucial the level is design in a format in which parkour is enabled and areas suitable for the code breaking aspects.

The basic level design provides a simple idea of the way the model should be formed and how/where the potential events will interact with the player – this design is illustrated below. Each point illustrated with a G/A/P indicates the events in which the player will encounter: P referring to parkour, G referring to guards and A referring to alarm/code breaking system.

city map

To further illustrate the level design, a play-board was created (a play-board is much like a storyboard, but would rather be non-linear, because the player has choice). The play-board below illustrates a players view of the two potential pathways that are available – in this case, there is a left and a right pathways.