Lost At The Bottom
The level design for this particular scenario required a great deal of attention to detail in terms of creating a believable mountain range environment and providing the player with engaging gameplay. I started by identifying the key objectives for the player: reaching the top of the mountain and surviving various obstacles along the way. I then divided the level into three distinct beats to help guide the player through the experience.
The first beat would be focused on the player's initial exploration of the area after the plane crash, where they would need to find their way to the cavern entrance. I designed this section to introduce the player to basic platforming and puzzle-solving mechanics while also establishing a sense of urgency and danger.
The second beat would focus on the ascent up the mountain, with the player encountering increasingly difficult challenges and obstacles along the way. This section would test the player's dexterity and require quick decision-making as they navigate through precarious terrain and avoid dangerous wildlife.
Finally, the third beat would take place near the crash site itself, where the player would need to solve more complex puzzles and make strategic decisions in order to survive and ultimately reach their objective. By breaking down the level into these three distinct beats, I was able to focus on creating engaging gameplay and a believable environment that would keep the player immersed in the experience.
Beat 1
In this section of the level, the primary goal was to create a challenging climb that would test the player's platforming skills. Inspired by the Uncharted games, I focused on making the environment feel natural, yet still designed for traversal. I designed multiple paths for the player to choose from, with one path being the correct one. This allowed players to experiment with different routes and made the level feel less linear. The section starts with the player being taught how to use their jump, climb, and grapple hook abilities. These abilities are used throughout the section, but are especially important in the next section where the difficulty ramps up.
Overall, I wanted this section to be a memorable climb that feels like a real challenge, while also preparing the player for what's to come.
Beat 2
This section of the level is designed to challenge the player's problem-solving skills as they navigate through the treacherous cave environment. The player will have to use their abilities wisely and make strategic decisions to progress. The use of lighting is a key element to guide the player to their goal, while also adding to the immersive experience. The unstable environment adds a sense of danger and urgency, forcing the player to be quick on their feet and react to unexpected obstacles. The introduction of the grapple hook adds an exciting new dimension to the gameplay and allows the player to explore new areas that were previously inaccessible. The unexpected fall from the bridge adds an element of surprise and keeps the player engaged as they must quickly adapt to the new situation and find a new path to their goal. Overall, this section of the level is designed to be challenging yet rewarding, and will keep the player engaged as they make their way to the exit of the cave.
Beat 3
In this level, the player reaches a critical turning point where they encounter an old abandoned tribal home. The goal is to use this space to make the player feel like they are uncovering a forgotten civilization, as if they were Indiana Jones. The player will be presented with a series of puzzles that they must solve to progress.
To start, the player will need to explore their surroundings to find the necessary tools to progress, such as dynamite to knock over a pillar that is blocking their path. As they make their way through the area, they will learn more about the tribe and their culture. By the end of this section, the player will have discovered their plane and will finally be able to call for help, bringing a sense of closure to the narrative arc of the level.