During my second week in the CGMA Level Design course, I created this level, which is my first practical experience with a level design assignment. I applied my ideas to this project right away since I was quite thrilled about it and was quick to apply them. This was one the task assigned during the "Level Design For Games" coursed at CGMA . The Main Goal was to hide treasure in a specific location on the map , which will allow them to progress to next area . I used both Unity and Pro-builder to Build this Level , meeting the 7 days deadline.
While working on this assignment, I was playing "Uncharted 4: The Thief's End." During a prison level in the game, I noticed that players are given two routes: a shorter path and a relatively longer one. Both routes lead to the same destination, but the longer path provides a sense of exploration. This observation inspired the starting point for my level design.
I planned to give the player a comprehensive experience of this level's combat encounters and exploration for the long path. Verticality is incorporated into this route, which traverses building interiors. I used this verticality to show the player the treasure box, which was only visible from the first building's balcony. I want to show the player the way to the treasure box as a reward for taking this path.
In contrast to the long route, the short route is heavily guarded by enemies, making it more challenging. This design choice compensates for the fact that the player skips the map exploration part of the level. Since the primary objective of this level is to hide the treasure box, I added some empty spaces like alleyways to make it more tricky for the player. Additionally, I placed fences right beside a van to hint to the player that there is a way up to reach the treasure box.
Instructor Shane Canning provided a review of my level, sharing his thoughts and experiences while playing it. Through this course, I gained valuable insights into level design in AAA video games, learning about various aspects such as composition, layout design, and designing combat encounters. The course was particularly engaging and interesting, thanks to Lecturer Emilia Schatz, who worked on "The Last of Us" and shared her valuable insights.