Game Level design

Design of a Role-playing game (RPG) level design

Note: Because of the non-disclosure agreement, some of the information on this page has been replaced with fictitious ones or has been blurred out.

hero 3 copy

 

Game Brief 

Where it all began

“To build a level of our top-down, action role-playing game, which

🎢 Creates an emotional roller-coaster

🎰 Has three levels of difficulty

🎲 Is well balanced in terms of damage, rewards and gold [economics]”

~ Your truly, studio founders!

 

Emotional roller-coaster

Creating a map which rides the players through emotions

I designed the map to trigger different emotion when a player goes through different parts of the map.

 

Bringing map into reality

How the map was executed using tileset and sprites

 

Three levels of difficulty

How the same section of the level becomes behaves on each mode

For this section of the map, the player dodges the archers.
On easy mode there is opportunity to hide, dodge and reward is plenty.
While of difficult mode, the player is challenged to use dodging in limited space.

 

Play-test with difficulty

Testing how player’s play-style varies when difficulty is changed

 

Difficulty: Easy

For ‘easy’ difficulty the players tend to hide than dodge the arrows
Hence the arrows were slowed down to reduce the challenge.

 

Difficulty: Hard

On ‘hard’ mode, the players preferred a faster game play
Hence the arrows were made faster and obstacles reduced to challenge the players.