
Level & Environment Designer
The Mainland Bridge
Project Goal
The goal was to create the first level for the third-person sci-fi action/adventure ‘Slow Fall’. This level comes after the events of the prologue, so must serve as an introduction to the game world. This is a narrative-rich adventure with a strong sense of place so environmental storytelling within the level should reflect this.
Specific areas I wanted to concentrate on:
- Level design pre-production process: research, LDD, 2D map and beat sheets.
- World building, environment design and narrative storytelling.
- Level design iteration with play-testing.
- Player guidance and path finding.
- Core game loop.
- Pacing, encounters and game systems.
Overview & Techniques
Synopsis: This level takes place on a remote subarctic island which has been abandoned for many years. The played is searching for Lucas, the Director of the island before the disastrous events shown in the prologue.
The player traverses the island, from the dock, through the main complex, to the valley road. This path takes the player through exterior and interior spaces, combat encounters, leading to a boss encounter. The level is linear, but provides alternate routes to important areas and rewards player exploration.
1: World Building & Environmental Storytelling
Technique & use-case: The level design should reflect the alternate history setting and its aesthetic. Environmental storytelling should provide information about the events leading to this moment.
Context of use-case: Architectural design and evidence of the frantic evacuation from the island throughout the level.
Technique Detail:
- Architectural Design: The main bridge building serves a practical purpose in the game world but also contains elaborate design elements.
- World Building: The bridge to the mainland is severed; an ominous reminder that something bad happened here.
- Environmental Storytelling: The upper plaza area was turned into an emergency evacuation camp then abandoned as personnel pulled out of the area.
2: Player Guidance
Technique & use-case: Level design should help the player move through the level, smoothly navigating the changes in direction and elevation.
Context of use-case: Use level geometry, lighting, object placement and points of interest (POI) to guide the player.
Technique Detail:
- Object Placement & Sightlines: The stacked cargo containers in the starting area define a path away from the water to the main dock.
- Vista & Point Of Interest: As the player reaches the upper level a vista reveals the level goal of the mountain tunnel.
- Architecture & Lighting: The curving architecture and lighting of the main bridge building guides the player.
3: Gameplay & Scripting
Technique & Use-case: Place enemies, set path finding nodes and create custom scripts to support core game loop, player health regeneration and weapons behaviour.
Context of use-case: Player health regenerates if they take cover. Weapons use energy which recharges slowly, but destroyed enemies drop a power cell which provides an immediate ammo boost.
Technique Detail:
- Player Controller: Player health regenerates once they take cover.
- Pickups: Enemy drones drop a power cell when destroyed.
- Weapons Behaviour: Main player weapons use energy which slowly recharges, but can be boosted by pickups.
These behaviours help define the core gameplay loop of explore > fight > pickup.
Level Walkthrough
[topdown map iterations]
Beat 1: Start
The player has arrived at the dock on the edge of the island, under the severed mainland bridge. The path leads away from the water towards the ramp to the upper level.
Beat 2: Dock
The player moves through the dock area and makes contact with the NPC Lucas. There is also a simple movement tutorial as they traverse obstacles.
Beat 3: Drone Encounter
The player encounters armed drones, foreshadowing a breach of the exclusion zone around the island.
Beat 4: Reach Upper Level
The player reaches the upper plaza level and finds the abandoned evacuation camp.
Beat 5: Upper Plaza Encounter
The player encounters a still active loader bot which is patrolling the plaza area. There is also another drone near the building entrance.
Beat 6: Enter The Building
The player enters the main building. NPC Lucas explains they will have to go upstairs and cross the road via the upper level.
Beat 7: Mezzanine Encounter
While crossing through the mezzanine area the player encounters a group of drones.
Beat 8: Dock
Once on the other side the player is able to descend and exit the building. (At this point the main path is to the left, but there is also an alternate route via the upper road level of the bridge.)
Beat 9: Boss Encounter
The player drops down to the rail level construction site. To continue they must destroy or find a way to sneak past the large digger machine which is patrolling this area. To add to the danger there are also some drones.
Beat 10: Reach The Road
The player is able to climb out of the construction site back onto the road which leads up the valley.
Process Breakdown
Overview
[3 location before/after images]
Research & Planning
Research for this level incorporated real-world locations, other games and media such as film and print. This provided inspiration and reference for the Level Design Document (LDD) and wider Game Design Document (GDD), the 2D map and beat map.
- Games: Deathloop, Days Gone, Hitman Trilogy.
- Real-World References: Tjornuvik in The Faroe Islands, Lærdal Tunnel in Norway, Oslo Opera House, Vennesla Library, Ólafsvíkurkirkja in Iceland, Øresund Bridge & Tunnel.
- Other Media: Atlas Of Never Built Architecture, TWA Flight Centre, Arcology Concept, The Northman, Valhalla Rising.
Level Design Document
LDD: The Level Design Document was used to plan the level and keep track of various elements including:
- Design Goals
- Worldbuilding
- Narrative
- Player Objectives
- Enemies
As a living document, some elements of the LDD changed during development.
Beat Sheet: The beat sheet shows the key gameplay events in the level, such as discovering new areas, combat encounters or important NPC dialogue. Where appropriate, the beats also describe the intended gameplay style and intensity.
2D Map layout: The 2D map provides a top-down view, along with front and side elevations. Level beats, goals and important elements are clearly marked.
Initial Roughout
As this was the first level iteration I expected to make changes based on feedback.
Positive: Overall, players responded positively to the level design and architecture, and liked the first combat encounter.
Negative: Players felt the later combat encounters weren’t clearly defined.
Playtest & Iteration 1
1: Improved Mid-Level Combat Encounter
Player Feedback: This area was too focused on environmental storytelling, with combat feeling like an afterthought. Also need to emphasis this is a cover shooter; while stealth is an option it is not the overall gameplay style. Players felt the first combat encounter on the dock ramp was good but this was weaker.
Response: Reworked combat encounter ideas, replacing the drone group with single loader bot to improve gameplay and better fit the action within the game world.
Solutions:
Replaced multiple drones with a single loader bot. This enemy patrols the upper plaza area and has a ranged and melee attack.
There is still environmental storytelling; the abandoned evacuation site and the destroyed loaded bot the player passes on the way up the ramp, but these are more integrated with the action.
2: Added POI And Improved Vista Reveal
Player Feedback: Last section of the ramp was just a long walk up to the barricades without much to engage the player.
Response: Added POI and pickups to upper ramp area to make this section more interesting and fun to play.
Solutions:
- Added POI for a destroyed loader bot, which breaks up the route and hints at the upcoming combat encounter.
- Also added grenade pickups to the supply crates near the barricades.
- Improved vista reveal as the player reaches the top of the ramp.
3: More Work On Boss Encounter
Player Feedback: Final combat encounter was incomplete and badly defined. Players also weren’t sure if this was meant to a stealth encounter. Again, players advised using the example of the first combat encounter which they really liked.
Response: Added specific boss enemy to rail construction area: a tunnelling bot with two attack modes. This better defines the final encounter and fits with the construction site environment.
Solutions:
-
- Added a boss enemy type that makes sense in this part of the level: Tunnelling bot with two attacks:
- Impact from digger tool striking the ground.
- Melee attack from manipulator arms.
- Improved cover options and approach routes for the player.
- Also added patrolling drones to the encounter area.
- Added a boss enemy type that makes sense in this part of the level: Tunnelling bot with two attacks:
Roughout 2
Feedback from Brandon Dolinski:
Brandon reviewed the current blockout iteration and provided valuable feedback.
“Paul, I get excited when I see your level. I know it’s still a work in progress, but you’re clearly listening to the feedback and focusing.”
Playtest & Iteration 2
1: Start Area Layout
Player Feedback: Brandon liked the changes to the starting area, and felt the path was clearer. He also liked that the player is kept engaged as they traverse obstacles. However, he thought there might be too much noise in some spots.
Response: Reduced visual clutter and adjusted obstacles to better guide the player.
2: Building Upper Level
Player Feedback: Brandon liked the reworked left hand path and the elevated section on the right. However, he felt sightlines from the elevated section could be improved.
Response: Adjusted the elevated section walls to improve visibility of the floor below, allowing more combat options.
3: Boss Encounter Area
Player Feedback: Player should see the boss when entering the area, and be forced closer to it.
Response: Updated the area to provide better sightlines. The player is also forced closer to the enemy to increase sense of danger, but has multiple routes which balance combat / stealth. Also added patrolling drones to the area.
Roughout 3
Player Feedback: Some players still found navigating the start area challenging. They also thought the building upper level was too open, lacking cover options. The rail construction area for the final boss encounter still felt unfinished.
Playtest & Iteration 3
1: Improve Path Finding For Start Area
Player Feedback: Some players were unsure of the route through the starting dock area. The path needed to be clearer.
Response: Improved player guidance and increased the size of the start area.
Solutions:
Redesigned the initial dock area and improved placement of cargo containers to create a more obvious path for the player. Also used environmental elements such as the crane and open container to emphasis the correct path.
2: Improve Boss Encounter Area
Player Feedback: Players were a little lost in the final boss area. The level design needs to funnel them towards the combat encounter.
Response: The rail construction area still feels unfinished and doesn’t offer many gameplay options.
Solutions:
Reworked the rail construction area:
- Extended the area under the road level and made it clear the far end is blocked off.
- Improved cover options for the different paths.
- Created an alternate route to this area via the upper road level of the bridge. This added a new optional beat to the level.
The level is now better at funnelling the player to the final boss encounter, and provides multiple routes.
3: Add Movement And Cover Options To Upper Level
Player Feedback: Players wanted more movement and cover options for building upper level encounter. They also felt the main route down the left hand side of the area was just a straight run for the exit.
Response: Interrupt the left hand path and improve traversal options and sight lines for the other routes.
Solutions:
Improved traversal options for this space:
- The left hand side raised platform provides cover but is partially blocked at the end, so the player will have to move into the open.
- The upper floor provides an alternate route through office space. Opportunities for cover and sniping from high ground.
Roughout 4
Player Feedback: One player, Riccardo, was a little confused by the starting area and got lost a couple of times. He also found a spot where it was possible to get stuck in geometry. However, he liked the space, especially the multiple levels, and wanted to explore more.
Brandelin felt the upper building level was too small and needed more weapon pickups. She was also unclear which way to go when descending to the rail level on the other side of the building. Both routes are valid, but left is the preferred path.
Playtest & Iteration 4
1: Players Getting Stuck Or Lost
Player Feedback: Players were getting stuck in geometry in some areas.
Response: Update level geometry to fix these issues.
Solutions:
- Dock ramp: Edit cover under fallen vehicle to stop player trying to exit through the wrong place.
- Upper plaza: Block off space after the evacuation tents, under the road bridge.
- Rail construction area: Redesign far end to make it clear there is no way forward from this point.
2: Start Area Obstacles
Player Feedback: One player still tried to climb the cargo containers lining the starting dock area instead of following the path. They also found the first jump tutorial difficult and kept running into the dark area on the right.
Feedback & Problem: Improve obstacle placement to make it clear climbing out is not the way forward.
Solutions: Edited obstacles to stop the player climbing up the sides. Also edited the lighting to better highlight the correct path. At the jump tutorial there is an affordance which allows them to climb over the debris anyway.
3: Building Upper Level
Player Feedback: One player felt the building upper level was cramped. Also asked for more weapon pickups.
Feedback & Problem: Extend upper area and improve obstacle placement. Temporarily added weapon pickups.
Solutions:
- Increased size of the upper areas and edited wall placement.
- Added weapon pickups which would be removed when weapon recharging system was working.
Roughout 5
Player Feedback: Overall, players enjoyed the level. There were some concerns about the lighting, and lack of ammo pickups because I hadn’t had time to add the weapon recharging system.
Brandon liked the new secondary path via the road level of the bridge, and thought the lighting in the upper plaza seating area was very atmospheric.
Falcon felt the route through the level was clear, and that the architecture aided player movement.
Playtest & Iteration 5
1: Lighting
Player Feedback: Sometimes hard to see when in shadow. The high contrast lighting can make it hard to see where to go. Also, pickups can sometimes be missed.
Response: Improved the lighting by allowing more ambient fill. Also adjust overall sun light strength.
2: Alternate Road Level Route
Player Feedback: A player was able to squeeze past a barrier that should have blocked the way.
Response: Moved the obstacles.
Solutions: Improved placement of barriers and vehicles on the upper road level.
Roughout 6
[Feedback from public playtest on Oct 4th to be added.]
Playtest & Iteration 6