kerryzhang

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    • Home
    • Art
      • 3D Renders
      • Environment
    • Games
      • DogPunk
      • Oasis Blitz
      • Combat Demo
      • Manas
      • Roaring Runner
      • Other Games
    • Other
      • Writing
      • Networking Practice
  • Home
  • Art
    • 3D Renders
    • Environment
  • Games
    • DogPunk
    • Oasis Blitz
    • Combat Demo
    • Manas
    • Roaring Runner
    • Other Games
  • Other
    • Writing
    • Networking Practice

DogPunk - Level Design

Level Design - Open Space Arena Combat

 

  We want a variety of different kinds level in our game in order to provide unique level experiences.


I took inspiration from Doom and other movement-based shooter games. I intentionally leave open spaces for players to dash, grapple and wallrun rather than having a tight and dense area with small and precise covers like PUBG encounters.


I learned that since the levels are easy and straight forward with direct composion and framing. These kind of levels could potentially become introduction and beginner levels since it lacked dynamics and complexity. We probably need to add more complexity when players are in later levels. Although for our game, we don't need a low level because all the level have a chance to be replayed and our combat is straight forward and Doom-like.


That being said, we decided to make our levels only go to mid-level and have more open spaces for parkour abilities.

Level Design - Open Space Arena Combat

 

 

Level Design - Tight Space Merge into Open Space

Since I already tested open space, I wanted to add layers into the flow and combat. I came up wth beginning with a tight space like a pvp shooter map limiting the movement area and then shifting into a wider space to unleash more movement opportunites.


It turned out that this kind of level also works for our game. The beginning area works as a transition for an incoming intenser combat and an opportunity of environmental storytelling where we can put game theme props there.

 

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