This week's goal was to create a labyrinth with the treasure box as the end goal. The labyrinth needed to have a clear linear progression. I used the shapes of the environment, compositions, and pacing to create an emotional journey from start to finish.
For this assignment, I built a linear level where I experimented extensively with how each area would feel to the player in terms of composition. I designed two combat areas within this level and strategically placed enemies to fill the space and add meaningful challenges.
The story for this week's assignment is that the player needs to find a chest and a key to unlock the chest and the enemy troops also trying to find that chest. Take down the enemies and retrieve the treasure.Â
I designed a linear level with battle parts where players must select their own playstyle and find out how to use their surroundings to take out foes, based on my inspiration for Uncharted: Lost Legacy. I intended to reward those who explore on this week's level. In the last part of the level, there's an area where they can locate a very useful sniper weapon, although it's completely optional. It's like a hit-or-miss opportunity.
I narrowed my focus to the pacing of the level and made sure to give players some breathing room in the two combat areas. The image above shows the final combat encounter arena, where I've added verticality for players to move around and take down enemies one by one.