Frans Level Design

My contribution

  • Level Desiging all Levels together with LD colleagues, switching ownership.
  • Placing obstacles
  • Layout Design and story
  • Designing music stems logic.
  • Working closely with animators on how to present the cutscenes.

Production:

  • Level Desiging all Levels together with LD colleagues, switching ownership.
  • Placing obstacles
  • Layout Design and story
  • Designing music stems logic.
  • Working closely with animators on how to present the cutscenes.

5 Levels

We created 5 Levels, each being about 1km in size. At first we used placeholder prefabs. We placed the prefabs in groups in the levels which eventually changed when the art-team could replace the placeholders.

Changing Environment

We worked with different ways to present the levels where the player could feel like the austronaut, getting a trip in space.

We realised that we wanted to tell a story through the objects, a story of the maincharacters life. If you look close enough, you can see that the objects flying by are his own memories.

Closing Thoughts

This projects hits close to home when thinking back on it. It was a simple game with low amounts of constrain. With a very limited amount of level design experience and very new to the group project style, we collected our efforts. With a lot of passion we therew together a short experience that i can truly say that I am proud of.