Sky Pirates

Level Design must take every game element into consideration. Sky Pirates is FPS game that emphasizes movement and combat. As such, creating a level that allows the enemy units to pose a threat to a much more mobile player was a challenge I happily embraced.
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The process of level design for me always starts with a 2D topographical image done to scale. Not only does it allow me to create a reasonably sized space, it also allows me to present a strong visual to the team, allowing more visual persons to see the level as it is intended. Using the "Inkarnate" map making software produces a quality image. Using custom or placeholder "stamps", I am able to lay out a level and easily move elements around as I receive feedback and iterate on the design.
<<< Here we can see the final version of the ground or base level of the sky pirates 2D level design.
A priority for this design was game flow. Each area of the game includes 3 access points, some above ground, some on the ground level. Allowing the player the option to move around freely and give many options for escaping dangerous situations was an important element for this design. The aim was to created a very fun playable area that could be used in as many different ways as possible.
With the focus on a map that features multiple elevations, the 2D mapmaking software has limitations. Multiple levels were made to showcase each elevation layer in the level. Considering the wide variety of personal preferences in regards to gameplay, efforts were made to make each layer of the map fun for all play types. Were a player to stay landbound, preferred soaring through the air, or a combination of both for most of their playthrough they should be able to be challenged equally.

In the second tier of the map shown here on the left, I laid out the plan for the floating islands and the top areas above the caves. With the players ability to grapple, they are able to navigate from the ground to a higher elevation with ease. The challenge here was ensuring the Ai was also able to pursue and actively engage the player to keep the game fun. Another consideration was the ability for creatures without a grapple to navigate the area. Adding walkways, rope bridges and eventually jump pads made it possible for enemies to keep up with a very nimble player.
Enemy Mobility/Movement
The enemy units are landbound, only able to access higher/lower elevations via ramps and stairs.
Challenges:
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How to keep the player engaged in combat
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Make sure the player cannot ‘corner up’ turning the game into a fish in a barrel situation.
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Spawning the enemy in a way to surprise the player
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Consider player upgrades and how these will affect gameplay in the level
Moving from 2D to 3D
As a group of students, one of the pitfalls that had to be overcome in the level design was agreeing on the scope/size of the level. The initial design (while created to scale) seemed far too ambitious to many. The result was a decision to shrink the level to less than 1/4 of the original size. Having the flexibility to adjust the level and still maintain a space that would be fun to play in was a very real challenge.
Flexibility, Fluidity, Planning
Level Design is a fluid processes, especially if mechanics have not been fully developed. As deadlines get closer, it is important to be able to pivot to adjust. Below I will share some of the successes, pitfalls and learnings of the process I follow for level design.





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The Cave
At this point I am still designing the entire map as a whole. Eventually everything outside of the cave was scrapped, and more effort was put into refining the one area of the game. Below we we can explore the creation of the cave.
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Mechanics to consider:
Player mobility – Dash and Grapple
The player (unlike the enemies in the game) has access to a grappling hook that allows the player to attach a retractable tether to almost any surface and pull themselves towards the attachment point. Combined with a directional dash (that allows to player to surge forward, backward, left or right) and decent directional controls while airborne, the player is far more mobile than any enemy in the scene. Creating a level that allows the player to make use of their superior mobility, while keeping the player engaged in combat, is the top priority for this game.
The Layout









After the initial layout was complete with gameplay in mind, it was time to start adding hazards and elements that would keep the player moving. I wanted to avoid the player finding a convenient corner to "camp" in. To mitigate the camping, I developed a few game elements that would encourage the player to move, and at the same time kept a close eye on the level design to prevent the creation of any pockets or corners.
Hazards
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Adding thoughtfully placed objects (all coloured red) to indicate the areas in which hazards would be placed.
To keep the player from cornering or “camping” in one place, the sniper enemy and hazards were implemented to force the player to remain mobile.
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Snipers cast a ray as they sweep the level. They are constantly aware of player location but pan at a set speed, essentially functioning as a turret with long range explosive rounds. The rounds are able to detonate hazards
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Hazards are placed throughout the map in key locations. These hazards (when activated by damage) created various effects. The ones meant to prevent the player from camping are the barrels and explosive crystals. The Barrels (when destroyed) produce an explosion and leave behind an effect that remains on the ground until the wave is complete. This effect hampers vision and deals damage over time to any damageable actor.
Hazards
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Having the hazards show their area of effect before detonating gives both a warning to the player as well as allow a player to use the hazards more tactically.
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The AOE warning gives the player a chance to avoid the AOE area to dodge damage.








