EDUCATING THE PLAYING THROUGH LEVEL DESIGN | JAMES ANDREOLI

Development Description:
Having developed a keen interest in level design, I decided to focus my final year project and exhibit on investigating how fundamental design techniques are used to effectively introduce players to game mechanics through intuitive level design, primarily with the use of linear & non-linear environments, asset placement, pacing, signifiers and narrative. In addition to exploring the concepts of applying the different theories of interaction, such as forced, presumed and prompted action, in a virtual space.

Through the production of my prototype, I gained a more in-depth understanding of the differing methods used in level design to effectively teach the player vital information about the game. Specifically, the importance of narrative, environment structure, genre and pacing, as well as how perceivable information must be when applied to a scenario where the intention is to educate the player or require them to engage in an action.

Whilst developing my prototype, a third person, a stylized SCI-FI action platformer, I researched, iterated upon and implemented existing techniques from well-established and renowned games, as well as using my own ideas, to create a set of levels that not only engages the player, but provides them with a consistent set of enjoyable interactions, which aims to develop their game-play decisions as the prototype unfolds. In addition, the project also allowed me to further develop my technical skills in UE4, as I aimed to challenge myself by adding more complex action sequences and obstacles within the game.

Game-Play Trailer:

(Music: Ratchet & Clank Mix)

Portfolio: 

Link to my Portfolio

 

Dozer & Sparks – Level Images

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