Role: Level Designer
Development duration: 3 months
Team size: solo project
Email for contact: bruno.barbosa8@yahoo.com
After waking up alone in misterious facility the player must advance to escape the facility and slowly discover the Strogg's new weapon, the supercomputer, which uses the corpses of fallen humans to fuel it.
One of the main things to keep in mind when creating a level is the workload on your fellow artists. The best way to save time and that of your fellow team members is to reuse assets in a smart way.
But how do you do it? Think of level design as creating a story; you want to position props that will mean something later that are important, almost as if you were foreshadowing what's to come. For example, in my map, during the first and secret level, you can see pipe props, which later prove to be important as they become the main element in the refueling room. Players who like to understand the environment will understand why the pipes slowly become more prominent on the level.
Going back to the book metaphor, a linear level doesnt necessaraly needs to be literally a straight line. Here is where landmarks shine. Landmarks in levels are unique props (that being buildings, statues, etc...) that catch the attention of players. Landmarks are the BEST tool to guide the player where to go. In my level, I have the supercomputer visible from the very start of the level to pique the player's interest, even though it is the last area the player visits. I achieve this by just wrapping the level around the middle point, creating this U shape in the level. The U shape can be quite effective as it allows the player at the end of the level to see their starting zone and reflect on how much progress they've made.