To keep the player thinking, i decided to introduce elements of surprise into the maps design. I felt this had the effect of keeping the player on their toes and strategizing.
Scripted A.I.
I created various scripted entities with associated patrol areas. The players relationship to the A.I. soldiers was controlled at various points in the level to give the players the illusion of stealth.
Affordance
Affordance was used to allow the player to make / see the connection between the power line, the switch and energy wall.
Planning & Reference
The image gallery below shows some initial sketch work before block-out along with some reference imagery.
Gallery 1 – Initial sketches for the level’s layout
Half-Life 2 – Grainger’s Point
Half-Life 2: Grainger’s Point | Personal Project | Hammer | 2022
This level was a personal project about designing a small contained space that facilitated player choice.
Player arrives at the station, verticality facilitates strategy
Player chooses left path – collected scoped weapon
Enemy encounter
Player chooses right path – can collect weapon
Player releases NPCs to allow for interesting combat
Exit level
Layout
Fig.2 – Level layout
Design decisions
Choice
I decided to start the player up high to allow them to assess their options and choose a path. Using this approach allowed me to stimulate the players curiosity and explore the space. I triggered a helicopter flyover to signpost the way forward for the player.
Scripted A.I.
I created various scripted entities with associated patrol areas. The players relationship to the A.I. soldiers was controlled at various points in the level to give the players the illusion of stealth.
Affordance
Affordance was used to allow the player to make / see the connection between the power line, the switch and energy wall.
Planning & Reference
The image gallery below shows some initial sketch work before block-out along with some reference imagery.
Gallery 1 – Initial sketches for the level’s layout
This level was my entry into Steve Lee’s second level design jam. The themes for the jam were “Non-Violence” and “Verticality“. I decided to learn the Hammer Editor for this one as its still one of the best pure level design tools and allowed more time to concentrate on building and scripting the level. I tried to keep my scope small and focused, as time was limited.
Collected reference, designed level layout and planned gameplay beats
Created level blockout inside the Hammer++ editor
Conceptualized and scripted puzzles, interactions & environmental storytelling
Gameplay & narrative beats, intensity and level flow
Fig.1 – Level timeline
Gameplay & beats
Arrive at the reactor
Wooden planks blockade
Water valve and crowbar puzzle
Broken stairs blockade
Collect the Zero Point Energy Field Manipulator (Gravity gun)
Discover the multi-level structure
Exit level
Layout
Fig.2 – Level layout
Design decisions
Composition & signposting
To make use of the verticality theme, I decided to start the player up high to allow them to assess their options and decide on a path. Using this approached allowed me to stimulate the players curiosity and explore the space. I also included a windmill as a landmark to guide the player throughout the level.
Puzzles
I used the classic Bait & Switch technique to draw the player to an obstructed opening which blocks their path. Players can see that the crowbar is located on access walkway above them and they need to reach it. Backtracking, players can find the valve to raise the water level.
Gating
The use of gating was used to make the player stop and think about the crumbled stairway problem. The locked door implies that something the player needs is behind it. Affordances associated with scattered wooden planks and metal panels in HL2 provide multiple options for the player to progress.
Planning & Reference
The image gallery below shows some initial sketch work before block-out along with some reference imagery.
Gallery 1 – Initial sketches for the level’s layout
Fig.1 – Moodboard/concept reference
Jam video
BioShock – Mad God
BioShock – Mad God | Personal Project | UE 5 | 2022
NOTE: This is an live page which I’m using to document my level design process. Apologies if its a little all over the place.
This level was a personal project about designing a fictional first level for a DLC for the original BioShock. I wanted to focus on pacing, atmosphere, environmental storytelling and introducing the player to mechanics and a new plasmid.
The following shows some of the various gameplay blueprints that I’ve scripted for the level e.g. actor blueprints for the Secruis doors so I can reuse them throughout the level, a teleport blueprint contained in the Level Blueprint and the sequence which plays the lighting event as the player enters the lighthouse.
Actor Blueprint for opening and closing doorLevel Blueprint to teleport playerMain door & Lighting sequence
Level Design Research
I began by replaying BioShock, BioShock 2 and Minerva’s den to get a general feel for how the levels are designed. As I played, I noted down, the general layout of the levels, environmental storytelling aspects, story events, splicer attacks and pickups.
Around 6 years ago I began working on an idea for a personal level design project based on the original…
CyberDrome_2085
Role: Solo project / research | Platform: PC | Genre: Racer | Engine: Unity | 2022
Play here:
Overview
CyberDrome_2085 is a prototype that I created after an analysis of Nintendo’s Mario Kart Tour core loop (please see Fig.2). As I was in the midst of my analysis, I thought it would be an interesting to design a prototype based on mechanics from classic anti gravity racers such as wipE′out″ and combine it with Mario Kart Tour’s core loop. In addition, it would also help me explore and further understand the design behind the game.
CyberDrome_2085 Core loop
Players race around a track and compete to earn points
Points are based on:
Base points(BP) – Pre-race selections e.g. choice of track, character and racer
Action Points (AP) – Performing actions during gameplay e.g. jumps, turbo pads entered and credits collected
At the end of the race BP and AP are added together for a total points score for that race
Due to scope and time restraints base points are awarded slightly differently in CyberDrome_2085 than Mario Kart Tour. Although the position of the player is tracked, for this version, I decided not to add points based on the players position again due to scope and time restraints. The prototype could be extended to include points for players positions, lap times and overall time for example.
I created the prototype track using Probuilder, a modular race kit and some custom pieces built in Maya and based it upon some classic race tracks. Photoshop was used to create the 2D assets and stock models were used for the character and racer models.
Mario Kart Tour Analysis / Observations
Core Game loop
Players race around a track and compete to earn points through placement and performing actions
Bonus actions, performed during a race, increase bonus points awarded during a race – Jump boosts, collecting gold, landing a hit with a weapon.
Combos – performing multiple bonus actions in a row produce combos within a predetermined time frame
Combos slightly increase bonus points earned
Time to string combos together can be extended by using favored / favorite gliders – making it easier to accumulate higher amount of combos thus increasing bonus points
Seasonal content / Tours
Gold pass
Cups are locked until players complete the first cup
Mind Mapping
Fig.1 – Mind mapping Mario Kart Tour
Core Loop
Fig.2 – Mario Kart Tour – Core loop
Last Line
Role: Individual university project | Platform: PC | Genre: 2D side-scrolling shooter | Engine: Custom| 2008
This was my first attempt at coding a game and the project brief was to design and build a game using Adobe Flash CS3 and Action script 2.
The game specification:
On screen instructions for the first time player.
Levels should be different in terms of game play (i.e. change of difficulty to allow for flow)
The game should feature some kind of scoring system and/or win/lose scenario.
It should be sensitive to the user’s needs (i.e. playable!).
Game Design Process and Documentation
My original idea was to design a game based around Atari’s 1981 Defender.
The game loop was to control a space ship while either:
Either avoiding environmental hazards or oncoming ships
Destroy oncoming alien craft while
Difficulty would ramp up each round by increasing the challenge to the player. An example of this was achieved by moving from static obstacles to moving obstacles (enemies) . Moving from moving obstacles to obstacles that shoot the player and then by adding in static obstacles with enemies that shoot the player.
Over the past 18 months I’ve been involved on a research project with XR Stories and the University of York which has investigated the capacity of videogames to evoke meaning and provide fulfilling experiences for players.
Big Tidy Up
Role: Designer | Platform: PC and Xbox | Genre: Casual | Engine: Custom | 2010 |
Overview
The Big Tidy Up Game was a team university project for the design for industry module. It was pitched to the Keep Britain Tidy charity as part of their big tidy up campaign in 2010. After finishing university, the team decided to keep working on the game and add further polish eventually releasing to the Xbox Live Indie Games (XBLIG) platform.
Responsibilities
Worked with client and designed games around their creative vision
Tuning and balancing of game systems
Authored and maintained Game Design Documentation and project management
Created 2D assets
Organised play test sessions with student clubs and collected feedback
Play tested and documented design issues and bugs
Brainstorming with the team to iterate on features
Awards
The game was entered into the 2010 Game Republic Student Show Case and received the following awards:
1st place for the Sumo Digital award for Game technology
2nd place for the Team 17 award for Game Design
2nd place for the Rockstar Leeds ward for best Team
3rd place for the Just Add Water award for Game Art