
CGMA Level
Level Designer
RESPONSIBILITIES
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Use Unity to create the level layout.
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Blocking out geometry using Probuilder and Maya.
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Iterate the level based on feedback from external playtest.
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Combat design.
SUMMARY
This level is the last assignment of week 10 done during the CGMA course with Emilia Shatz.
Many years ago, the cowboy's mother was a prospector and struck it rich. Unfortunately, her partner betrayed her and stole all the gold for himself. The cowboy's mom tracked him down, but he died before she could find out where he stowed all the gold. Recently, the cowboy found some clues about the gold's location. But his sworn enemy overheard his plans to find it and has gotten here first, with an army of desperados. They'll use any means necessary to keep the cowboy from his treasure.
GATHERING REFERENCES
Before starting to block out the level I gather many materials needed to have an idea of the general space I'm trying to recreate. Those references are for gameplay and architectural intentions so I can have a basic idea of what shapes are useful to build the level. In this case, the level is based on an Island with a Temple as the final goal and landmark, a town where there is more combat involved and the organic part of the island, focused more on exploration.

BEFORE AND AFTER
This is the final version that went through a huge iteration thanks to the feedback given by the instructor. The first part of the level was too straight and linear, so I added curves and a part with ruins to make more interesting the space and the navigation. I also changed the middle part of the level as it had no identity in the first version.
DESIGN PRINCIPLES


LANDMARK AND FRAMING
An essential tool I have used to guide players toward their goal are landmarks. In the level, I made sure that players could always have an idea of where the ultimate goal is by making the player create a mental map, a concept that is also used in architecture and in big cities. Landmarks are better highlighted using a framing method to give players a visual reward such as vistas.
FREEDOM OF EXPLORATION
Players have the freedom to explore the spaces through various local landmarks to find rewards and complete missions. I added small dead ends to give the impression of realistic space and make it challenging to find the golden path for the players.


STORYTELLING
Another form of reward that I used during the level is storytelling, a method to explain the story to the players without using words but through the use of scenic elements and visuals, like in the left picture, which in this case the players can interpret as something that happened to other people who also wanted to face the island before them.
COMBAT ZONES
The approach used to design the combat space is to divide the field into 3 zones:
Players territory, which usually starts from an overlapping part to create better approach strategies from the players;
Enemy territory is controlled by enemies who have most of the territory. Is the part that players have to go through to go further to reach the goal
No man's land, where neither side is in control but it is where the major fights take action.



DENIAL AND REWARD
When I set the rewards for the players I made it possible to see them first but without being able to collect them immediately and so forced to explore and find the path to get there. This tool is called denial and reward and I often used it during the level and as a method for making players find the main path.