Overview
My level design project involved a series of steps that most level designers take in order to have a high quality, functioning, and fun level. Also similar to level design, I worked with systems I hadn't created to try and build the level around such.
Documents & Development
Paper map
Seen here is a top-down view of the entire level layout. Although the end-level didn't turn out exactly like such, this gave a general idea of what the level
Greybox
The next phase of development for this level was to build out the block out the actual level. This still wasn't what came out completely towards the end as it was the first overall iteration, but the intention was to get a feel for how the level space is.
First playable
Separated from the previous phase was the implementation of the systems to be used for the level.
Alpha/Beta
Alpha was related to having all assets in, and refined in design in regards to layout as well as handling the systems. The beta was the final finishing touches to the level with the rest of the art asset implementation.
(NOTE: that the art assets were NOT created by me, rather used for presentation cleanliness and appeal)








