Level Design

Level Design: X-ing Over Post-Mortem

Ideas/Reflection on Process I thought about ten different ideas before settling on the concept for Xing-Over. I’ve always been a fan of games that take the player on a journey and transports them into an interesting and uncertain universe. In…

Level Design: Xing-Over

Idea/Design For this LVL design project, I wanted to create an interesting universe inspired by multiple interpretations of the afterlife and the transient state in between. I also happen to be a huge fan of ghosts and the intrigue surrounding…

Level Design: GOBLIN HEARTBREAK MASSACRE

Claire Bronchick The Idea I started out with the idea for this gross little goblin guy. My first instinct to make him the villain, but then I realized (talking it out in class, thinking it over) it would be more…

Level Design: Undertale 2

Undertale 2 doesn’t have a very specific world metaphor, but being 14 was the basis for a lot of the aesthetics of the game. The player controls a cross with an eye on it that is defending a large red…

Level Design: Gard3n

Gard3n is a pseudo-platforming game focused on simultaneous control of multiple player characters across multiple boards while avoiding enemies and collecting tokens. The game takes inspiration from time travel movies and movies that show alternate timelines. I think of each…

Level Design: Willow Run v2 Conference Mod

This is my conference expansion of our first collection tutorial mod. While in my last post I concluded that I was going to be done with this game, I had put in too much work already to be satisfied with…

Level Design: MONSTERGAME//Cassady’s Monster Adventure

This is my shooter mod. It retains most of the original features of the original space tutorial, including a scrolling background and two types of enemy AI. The basic world metaphor is that of a monster-infested bedroom, and the protagonist/player…

Level Design: In Loving Memory

In this shooter modification game, my goal was to make things as abstract as possible, since the game before this was so literal (the Reagan game). The basic world metaphor of my game is the same as the one as…

Level Design: In Loving Memory

(content warning: grief) The game I built for my conference work is a little bit different from the other games I’ve built in the past year. The basic world metaphor for my game comes from my experience with grief within…

Level Design: Road Fire

My conference project mod was to take my shooter and elevate in animation and sound. The game play stayed the same as I still found it satisfying and engaging even with how much I had played the game. This first…

Level Design: Forest Fire

Forest fire was my mod for the shooting game that we did. Going into it I wanted to have a game that was still a shooter but had a non destructive setting. So I went with a fire truck putting…

Level Design: Farm Land

Farm Land was my mod of the collection game tutorial. The focuses of the redesign were world metaphor, zones, and bounds. All three of which i struggled with. Coming up tot the paper game I couldn’t think of any world…

Level Design: Safety Mania

Starting on the conference portion of the game, I knew that I wanted to work on the mechanics of this game, mostly refining the ones that existed. I also wanted to work on the look of the game because, while…

Level Design: Safety Mania

Since part of the prompt for this game was beginning with mechanics and then putting in a world metaphor, I decided to start with thinking about what mechanics of the shooter I liked and what I wanted to change or…

Level Design: Willow Run

This game was originally based on Willow Run, also called Air Force Plant 31, which was a manufacturing complex constructed by Ford Motor Company during World War II outside Detroit, Michigan. Willow Run was the first aircraft factory to utilize…

Level Design: Racing Reagan

                        Ronald Reagan’s high profile intervention with Central American politics during his presidency, while scandalous at the time, seems to have fallen into the obscurity of history as neoliberal…

Level Design: Golden Recorder

To start, I knew I wanted to set my game in a space world with the player as an alien. After I did some research on different items that were in space, I decided to set my world metaphor to…

Level Design: Anti-Social Snowman

The title of this game is ‘Anti-Social Snowman’. The game world is on a summer beach where an anti-social snowman tries to enjoy surfing in the water. The player’s goal is clear, trying to collect all collectable items, such as…