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Game Level Created with Unity

A level of a theoretical game, created with pre-made assets, demonstrating my ability to design a level that both eases a player into gameplay while still amping up the challenge as the player progresses.

This level required me to introduce different aspects of the game, such as enemies, stage hazards, and door switches, in a natural way without the player having to rely on a tutorial. Two new things could not be introduced at the same time. As the level progressed, the difficulty had to increase, with the different mechanics taught prior being combined. Since there are no other levels, there is no end of level trigger, but there is a game over screen and a pause menu that weren't pictured in the video.

The level was inspired by the Mario games, especially "Super Mario Bros. 3." I wanted to model my level after the action playformer genre, and I felt that Mario is the most well known action platformer series. Having the player switch between horizontal and vertical environments was inspired by the Mega Man games, specifically the early ones. I really liked how much variety to the platforming and gameplay the combination brings to the level. It was instrumental to the last platforming challenge before the "final boss," when the player climbs back up out of the cave surrounded by enemies with the threat of acid below.