level design evolution

Evolving Spaces: A Journey Through Iterative Level Crafting

keeper bering

Level Designer

Level Design Evolution

The goal of the level design process was to create a space that captured the spirit of classic boomer shooters while embracing modern design principles. Through iterative development and extensive playtesting, the levels evolved from looping, open layouts to handcrafted, linear paths.

Overview

When designing the level, the goal was to create an experience that stayed true to boomer shooter tropes while incorporating modern gameplay sensibilities. To ensure the levels remained engaging and intuitive, the team established clear objectives early on, supported by research, playtesting, and invaluable guidance from our mentor Don Mostert and LD instructor Steven Kearney. Their expertise helped shape our approach to design, focusing on movement, strategic use of mechanics, and thoughtful enemy placement, all while avoiding complexity that could hinder navigation. This collaborative process allowed the team to craft a level that balanced challenge, fun, and accessibility.

Core Goals

  1. Adherence to Boomer Shooter Tropes:
    Staying true to the genre, the design emphasized fast-paced action, open combat arenas, and handcrafted encounters.
  2. Motivate Movement:
    The layout and encounters encouraged players to keep moving, a core principle of boomer shooters, ensuring dynamic and engaging combat scenarios.
  3. Maximizing Gameplay Features:
    Every mechanic—whether it was weapon abilities, dashes, or vertical movement—was woven into the level design, ensuring players used all tools at their disposal.
  4. Utilizing Enemy Behavior to Motivate Mechanics:
    Enemy behavior was strategically integrated into the design, forcing players to adapt their strategies and take advantage of game mechanics.
  5. Thoughtful Enemy Placement and Density:
    Enemy placement was meticulously planned to balance difficulty and playtime, ensuring the player always felt challenged without feeling overwhelmed.
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Evolution Through Playtesting

  • Enemy and Prop Placement Tweaks:
    Early playtests revealed areas where adjustments were needed for better flow and challenge. This included rethinking where enemies spawned and how props were positioned for cover and navigation.
  • Shell Geometry Revisions:
    Major structural changes were made as playtests uncovered issues with playtime and scope. These revisions streamlined the level to ensure it remained cohesive and accessible.
  • Shift from Looping Hub to Linear Design:
    The level evolved from a hub-and-spoke model to a linear, handcrafted experience. This change improved pacing and reduced backtracking, aligning with player preferences.
  • A/B Testing to Avoid Team Bias:
    Conducting controlled A/B tests ensured the level changes were based on genuine player feedback rather than team assumptions or biases.
  • Iterative Enemy Placement:
    Each playtest cycle introduced new enemy configurations to fine-tune difficulty and engagement. This iterative approach ensured optimal combat scenarios.
  • Difficulty-Based Enemy Spawns:
    Late in production, difficulty modes were introduced, leading to different enemy spawn locations and density for each difficulty level, enhancing replayability.

By adhering to these principles, leveraging player feedback, and benefiting from expert mentorship, the level design successfully merged genre traditions with modern expectations, creating a compelling and polished player experience.

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