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· Level Design ·

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Open World prototype developed around exploration, parkour and gliding.

Open World
Parkour
Exploration
City.png
Understanding The Project.
I like to start a project by breaking down what I am trying to create so that I can identify the core building blocks. These blocks will help me decide which design features to include, remove or prioritize during development.   

What am I making?

A parkour, crafting and exploration focused open world.

What makes it that?

Free movement, paths that require more than walking, rewarding discoveries, resources and upgrades.

How do I accomplish that?

Let players climb buildings, access rooftops. Let players enter windows to explore. Provide, resources, a settlement and a workshop 

Creating a Minimum Viable Product (MVP)
Using the core building blocks, I create a paper design for the most scaled down version of the world I can make that will still achieve the goals that have been set for it.  
Open World: Size
  • Use a dome
    Limits the size without creating design restrictions.

  • Gliding mechanic
    Gives the player a boost towards their new location of interest.

  • Rooftop Traversal
    Creates shortcuts and shortens the distance between interest points.

Open World: Navigation
  • Big Recognizable Landmarks
    Helps the player know which direction to go in.

  • ​Divide the world into smaller areas
    Areas with their own unique theme and use case are easier to recognize.

  • Tall Viewpoints
    Gives the player an overview of the world and ties in the parkour.

  • Best experience intended path
    Gives the player a path to come back to when they want to progress.  

Parkour
  • Climbable Buildings
    Provide lots of paths up, across and on top of buildings. 

  • Roof access from anywhere.
    Parkour paths should be easy to find and accessible from anywhere. 

  • Reward use of parkour paths 
    Parkour explicit discoveries, shortcuts etc.

Exploration
  • Smaller Landmarks
    Use landmarks to catch the players attention. 

  • Small paths & Short sight lines
    to spark curiosity. 

  • Reward curiosity
    with resources or other benefits. 

Church

Landmark

Landmark

Landmark

Landmark

Camp

Containers

Train yard

Park

Building the right spaces. 
Now that I know what the world needs to support the Gameplay, I do some research to collect a list of different areas that can provide those needs. 

Train & Container Yard

  • Hub
    This is where the player lives, crafts and stores their things.
  • Workshop
    This is where the player comes to craft or upgrade their weapons and tools, using the resources they have gathered.
  • Storage
    The containers lets the player store the weapons and tools they aren't currently using. 
  • Scavenging
    The player can enter buildings through windows to explore indoors spaces and scavange crafting materials. 
  • Quests
    The inner city is full of people and provides spaces for exploration, parkour and combat. It's the perfect spot for receiving and completing quests.
  • Markets
    The player can trade, sell or buy materials and items from NPC's.

The Inner City

Rooftops

  • Viewpoints
    The roof of tall buildings act as viewpoints for the player to spot their next point of interest.
  • Shortcuts
    Moving along the roofs can make distances shorter. They also allows the player to use their glider to travel faster.
  • Change of pace
    The roofs host more compact parkour areas with different types of challenges than the player might find on the ground.
Challenges 
Read more about the challenges of designing this space
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