Level Design
Hello, I am Albus, and I was able to take on the task of working on the level, creating, and designing how the level should look like and how the player should move around it, I will be taking you along on the process of how, where, and why I did the things I did for the level, with the help of my team. Generally, when creating any sort of level, we need to know what was going to be in it, you can’t go straight into it unless you know exactly what you are doing, before I dove straight in I made an example for the others to check how they felt about which would later be implemented to the final build.
In our concept we had the player switching views from a real world and a virtual world, which means I would be creating two different areas on the same scene, the first area was the Office, the real world, since its based on reality being boring and dull, I made it plain and simple with what the player should have in it, the pc being the main thing the player should be drawn to, in which I use a point to attract their attention towards the PC.
And so with that the office is finished, time for the main part of the game, the Virtual world, the main concept between the two worlds is that the real world is supposed to dull and boring in colours in contrast the over exaggerated virtual world, almost dreamlike with how everything is not normal and basing off of what my teammates concepts, I became creative with how the world would be like using assets and textures my teammates created themselves I was able to fully get creative with how “Bizarre” the world would be.
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The whole scale of the level is divided into two areas, the town, and the forest area, following a linear path from one point to the next, in the forest there are more trees added compared to rest of the area to create the forest feeling with all the density. The player follows a simple path once they leave the virtual office, they go to a well close to the village then upon reaching the village talks to the NPC which leads the player to go to the forest.
Our Group talked about the player getting teleported after interacting with the NPC in the forest to an office similar to the one they are in the real world, but all messed up, using ProBuilder I was able to create all the jagged areas and cubes in the walls.
After constructing the essential elements, I focused on polishing the level. This involved adding proper lighting, props, and collision detection to ensure a smooth gameplay experience. I paid attention to details like shadows and reflections to enhance immersion, while also fine-tuning the placement of objects to guide player movement and interaction. Here is the final look of the game.
And all though our initial game plan for the game is slightly varied to now, I believe the game is still unique in how the game is thought about.
Get dreamscape.exe
dreamscape.exe
explore the dreamscape
Status | Released |
Authors | FroggyIvy, sebkii, Cillian6413, shorbones, KurowaKeitora |
Genre | Puzzle, Adventure |
More posts
- UI Main +NPCMay 10, 2024
- Asset DesignMay 10, 2024
- Concept Art + NarrativeMay 10, 2024
- Start Screen UI DesignMay 10, 2024
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