Seth Khaw ‘It was my first lesson. Beneath the smooth, familiar face of things is another that waits to tear the world in two.’ - Madeline Miller, Circe Level Design Document R E I M A G I N I N G C I R C E ’ S I S L A N D
The making of a good level is more than just a challenge; it foretells the narrative through implied elements in the environment, teaches the player key information through progressive disclosure and seeks to inspire the player at every ebb & flow on his/her journey. This solo project was put together within to support my application for a Level Design position at a game development studio. All 3D assets and supporting 2D visuals were created by me through the use of commercial software like Blender, Photoshop and Figma. This submission aims to document and reflect my design processes when approaching a specified guideline, and how I interpret the given task through the lens of my work. You may also scan the QR below to view my Level Design portfolio. 3 days Level Design Document C I R C E ’ S I S L A N D Preface
Level Objectives & Concept C I R C E ’ S I S L A N D The Main Objective of the level is to escape Circe’s Island and return to Ithaca! This can mean that players can either take on Circe and her army of enchanted sailors, or sneak past the guards and unlock the gates to Circe’s Portal. Play as Odysseus in the tales of Homer’s Odyssey as you find yourself stranded on Aeaea, home to the sorceress goddess, Circe. Rumour has it that she transforms her captives into animals and livestock! The boat you came in capsized, now you have to find another way home! Æ Æ A C I R C E S ’ I S L A N D 6m 6m 6m 6m 48m 6m Entrance Legend Entry/Exit Points Key Landmarks Enemies Player Pillars Hiding Zones (Bushes, Walls, Pillars) Gemstones Enemy Zones (Guard Posts, Patrol Routes) Gemstone Pedestals Central Platform Guard Post Guard Post Circe’s Runestone Wall Mini cave Entrance Second Gemstone First Runestone Slab Second Runestone Slab Exit First Gemstone Gemstone Pavilion Level Design Document
Key Pillars & Features Exploration Hub & Spoke Distribution Diverse Ways of Approach Intuitive Objectives Troubleshooting Solutions With 48 x 48m blockout limitation for the standalone level, any central interaction becomes the most memorable section to a player’s cognition. I chose to adopt a Hub & Spoke system to ensure players gravitate to the main objective of the level, which is to find a way to return to te center and activate the switch. By incorporating columns and thick bushes, this provides for both half and full covers with vertical and horizontal components in mind for players to navigate inconspicuously around the map. Cliff paths can also be used to get to the objective if so required. The level also caters for open areas of varying sizes for the more combat-oriented. Key elements that break the symmetry of the level stand out prominently to suggest possible areas of interest. The pavilion with the gemstone comes straight into view for the player right from the entrance and ties back to the missing components on the pedestals on the central platform. This helps relay the level’s goals without explicit instructions. The 4 pedestals in the center opens the gate to the cave entrance, revealing one half of the cipher for the mysterious runes on the wall. However, 2 gemstones are required to unlock the exit to the level, hence players will need to shift their resources over to complete the level. Combat/Stealth Implied Narrative Resource Management C I R C E ’ S I S L A N D Level Design Document
Level Design Document C I R C E ’ S I S L A N D 36m² 6 I 6 144m² 12 II 12 III 324m² 18 18 48m 48m Varying sizes of combat zones are also placed in the map to scale its intensity for enemy encounters. From there players can decide whether to engage in combat or opt for a stealthier alternative. Diverse Combat Zones The Golden Path of the level first introduces the main landmark of the environment, allowing players to familiarise themselves to the main goal. This method first introduces the problem, then presents players with solutions to solving the puzzle through distinct hotspots in the level. Central low-lying area with surrounding pillars sculpt the zone to provide a feeling of enclosure to the space and increases tension by giving the illusion of a closed space. Luminous blue gemstone standout readily amidst the grey, gloomy environment landmarks to draw attention to key objectives in the area. END START Stealth-based Combat-based Golden chests and trinkets are often only accessible by ladders or by unlocking gates, which encourages player interaction as they promote progression in the gameplay, incentivising players to discover more rewards. These rewards are also strategically placed close to primary tasks, such as the collection of gemstones, to open lock doors by placing them on pedestals. Level Metrics
Disclaimer: All 3D assets for this assessment were created by me. Final 3D Level Blockout C I R C E ’ S I S L A N D Isometric View Top-down View Level Design Document
Background & References C I R C E ’ S I S L A N D Greek Myth of Circe’s Island, Ææa References Ææa Ææa was a mythological island said to be the home of the sorceress goddess, Circe. In Homer’s Odyssey, Odysseus tells Alcinous that he stayed here for one year on his way home to Ithaca. Where the enchantress was known to have transform lost sailors and soldiers into livestock and animals. The best known of her legends is told in Homer's Odyssey when Odysseus visits her island of Ææa on the way back from the Trojan War and she changes most of his crew into swine. He manages to persuade her to return them to human shape, lives with her for a year and has sons by her, Latinus and Telegonus. Historical Landmarks - Petra, Agrigento and the Valley of the Temples Greek Mythos - Homer’s Odyssey AC Odyssey Level Design - God of War (Rob Davis) AC Odyssey Level Design Document
Seth Khaw Level Design Document THE END
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