In the production stage I create a playable and completable level that could then be iterated upon. I followed the initial designs I had created and built the first version of the level in the editor. As I built the level I spotted areas where the written design did not deliver the intended design and made corrections. These were the steps taken during production.

Define and refine the space

Defining bounds of encounter area

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The first step in creating the level was to place the main physical objects, the outer wall that constrains the environment and the objects that fill it. Having previously gauged the space within the editor when creating my concepts I had drawn a map that correctly matched the editors grid.

I began by defining the outer walls that constrained the environment and placing the key objects within this area, matching the positions with the editors grid to the design.

I then played through this space to see how it felt, how long it took to navigate, and if I had balanced the space correctly.

Create core functionality

Extraction zone

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Once I had defined the space I needed to ensure that core of the level worked and that the player would be able to go through the main path of the level and complete it. For the ‘bounty hunt’ game type this meant placing Ai soldiers and marking them as targets, then placing an extraction zone.

Place enemies and create challenge

First encounter

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Following the map design and plan for the desired rhythm I placed Ai enemies in each of the four encounter locations. I selected an appropriate Ai type and assigned them to a control zone. I was then able to play through the level.

As the tool is of good quality and and the in-game assets were already finalised, all of this only took around two weeks. The level was now ready to be play-tested and iterated on.

Iteration >>