3D Level






                                                             Survival Of The Fittest



Is the pacing of your level well-balanced? How did you create a mix of tension and relief throughout the gameplay to keep players engaged?

In my level I made sections where the player will be met with fast combat, or mellow pathways with some added puzzles.For example, I have portions of the game where players will be met by phasable walls that they have to get through to finish puzzles or find hidden walkways. In the map enemies will come in waves to keep the player on their toes and entertained.







How did you direct the player’s progression through the level? Did you use visual cues, landmarks, shapes, or gameplay mechanics to guide their journey?

Inorder to help direct players through my level I added doors with buttons, teleporters, and straight forward paths. One of the doors requires 3 buttons to be pressed, there will be crystals on the door that need to be activated by pressing each button. In order to continue through the door each crystal must be activated/turned green.




Does your level offer multiple paths for players to explore, or is it designed with a more linear progression? How does this choice impact player experience?

My level is more of a linear progression having the player follow a pathway all the way through. This choice impacts player experience for the more advanced or knowable players that like exploration as they won’t have the ability to explore more sections of each level.

How did you introduce and teach new gameplay mechanics to the player? Were there specific design choices to ensure they understood these mechanics?

One mechanic that I teach in my level is phasable walls. I introduce this mechanic at the beginning of the level by making the player jump off the moving platform and think that they are at a dead end.Then, I have an enemy that goes through the wall showing the player the new mechanism.




Which mechanics in your level were well-implemented, and what made them successful? What aspects of the design worked well in supporting player

The moving Platforms are well implemented into the game because they allow players to move forward with ease through different heights and distances.For example in the first section of platforms moves up and down forcing the player to slow down and calculate their next jump. The second portion platforms allow players to jump through at a faster rate.









Which mechanics in your level were not implemented effectively, and what issues did you encounter? What aspects of the design or execution contributed to these challenges?




One mechanism that encountered some issues was the placement of a button behind the phasable wall and the position of a crystal. In this section the play-tester would jump on or destroy the destructible blocks, thinking the crystal on top of the platform was the button. I fixed this by moving the crystal inside the hidden area allowing the tester to explore the small space enough to find the phasible wall, and continue through.



Has the process of creating this level changed your perspective on level design? What have you learned about the considerations and challenges involved in creating levels for games?




Creating this level changed my perspective on level design because each mechanic requires special placement to allow the player to fully understand what each section of the map is trying to teach. Something to be considered is how easy flaws can be created and go undetected until they are playtested. After each playtest I was given ideas on how to approach new challenges or bugs that I had in the map.

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