Third Person Level Design
During my final semester of classes at Michigan State University, I worked on a project in which I got to document my entire level design process, beginning to end, for a third person adventure game. Starting from concept sketches I developed the project through multiple stages into a complete blockout filled with hazards, unique mechanics, and enemies to navigate around and use to get through the level.
Concept

I began work on the project by working on a concept for the level's location and mechanics- as a requisit of the class, the project was themed around a spy mission- infiltrating a lair in order to steal data and then escape. I wanted my level to be distinct, and so located the base inside a quarry/chasm, which would give me a good excuse to wall off the area, allow for some unique mechanics explained as construction/excavation equipment, as well as provide verticality to the level, which was something I especially wanted.
From here, I made a top-down concept for the level, a basic layout which the project would follow fairly closely to. I used different colors to designate hollow buildings (white with black outline) elevated platforms (dark gray) and impassible obstacles (pure black) Additionally, a mechanic we were provided with was the laser bow, which could be used in a multitude of ways. I placed the bow at the southwest corner as a first objective, and then color coded all bow-related barriers and mechanics as a light blue. Early on, the red dots noted patrolling enemy locations.

Early Design


