© JDW

Zhombre Design

 

Prototyping

From here I started my Level with a loose sketch while keeping in mind Zhombre's general kit. I developed a legend of heat and flow maps to provide reference and scale on how Zhombre might maneuver through the level keeping combat, controls, and camera in mind.

 

Legends and Enemy Spawns

Once I had a general concept on what the map might look like I started Grayboxing the level while placing markers for scripted events platform triggers/as well as enemy spawns.

 

Volumes/Triggered Events

Once the enemy spawns and general progression was feeling  great, I moved onto blocking volumes, death volumes and moved on to environment scripting so Zhombre could interact with the environment with his kit, combat zone state changes, and AI encounters.

Verifying Details

Once all of the pacing felt great, and enemies were seeming to provide appropriate challenges and players were no longer getting lost in various sections due to off camera jumps or unclear tutorial markers I moved on to replace the Grayboxed assets for a final pass of the level.

 
 

After a lot of playtesting (increasing platform sizes/Enemy variant placement/Cam lock positions) I moved onto a final polish render of the level, starting to fill out the world as well as clean-up some of the First Player Experience locations (tutorials)

Work done

  • Level Blockout

  • Level Scripting

  • AI Scripting/Navigation

  • Gameplay Scripting

  • UI/Systems Scripting