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COLD SUN : LEVEL DESIGN

Third Level : Dumping Grounds

What I Did :

  • Designing the layout of the Third Level with teammates

We came up with proposition of layout with a way to introduce a new game mechanic (bribing guards for passage), keep short and long term objectives as well as challenging the player with more elaborate stealth zones

What I Did
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  • Designing and greyboxing the Northern Zone of the Third Level

I designed the High Risk/High Reward stealth zone (the northern section of the level), then did the blocking with the Shelling System.

  • Building the Northern Zone of the Third Level

I placed the assets for the environment, buildings, as well as the patrol points for the AI .

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High Risk / High Reward Zone

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The player can test their skills for stealth against the marauders (AI) to collect a large quantity of water in one go, but passage to reach the end of the level requires one amount of resource.

Low Risk / Low Reward Zone

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The player can easily foil the marauders in this large area, but the amount of water the player can collect is limited. However, the player can reach the end of level without having to bribe the border guard by taking the passage.

Objective

The player must collect and use resources to sustain the two characters.

The player must either collect enough to also bribe guards for passage or find another way around.

Objective

What the Player Learns

  • Bribing:

The player is introduced to border guards who can be bribed for passage with water.

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What the Player Learns
  • Choosing a Path

The player can use higher grounds to observe the level and choose between High Risk/High Reward and Low Risk/Low Reward zones.

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