
MVP Level
General
The end of month one was to showcase the game's main gameplay loop and mechanics. This level had the first version of the platforming, the puzzles, a combat arena, and boss room.
Contribution:
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Role: Lead Level Designer
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Created shared folder for planning.
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Outlined entire level.
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Built Puzzle #1 and Boss room.
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Combined other level files into the main MVP level.
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Oversaw other level designers' work.
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Scripted level interactables.
Character Ref:
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Ember: Movement Character (Yellow)
Ignis: Combat Character (Blue)
Both Characters: (Green)
Ember

Ignis

Full Playthrough
Planning
Design Goals:
Show Design Pillars: The foundation that makes up our game is having two different characters be switched constantly to proceed through the level. The level must show how switching can be used to platform, solve puzzles, and fight enemies.
Teach: Since this is an introduction to our game as well as the start of the project, we wanted to make sure that we treated this as a tutorial that gets more difficult towards the end where the player will master what they've learned.
Pitch Ideas: Since this is the first showcase of the game, I created as much level mechanics as I could so see what worked and didn't work.
Design Rules:
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Scale appropriately when building from the diagrams.
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Use snapping size 50 or 100 to speed up construction.
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Have minimum and safe gameplay in areas of refuge.
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No tight areas when Combat Character is played.
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No required backtracking.
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No invisible walls with nothing.
Required Sections:
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Starting Area - Where the player learn simple movement.
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Platforming - Where the player can practice their mobility.
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Puzzle #1 - An introductory puzzle that gets the player familiar with switching and using simple interactions.
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Combat Arena - A wide open arena where enemies and fighting abilities will be introduced.
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Puzzle #2 - A more advanced puzzle where players can practice but will need to analyze the environment more closely.
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Boss Room - The final test where the player uses both characters to fight a single enemy by using everything they have learned.
My Drafts
First Outline Draft:
AB = Action Block

Starting Area Outline:

Puzzle Outline:

Boss Room Outline:

Walkthrough Maps
Key:

Description:
The walkthrough maps mark the main path of our two characters by using a circle with a reference number and a color. The reference number refers to the step order that the path is taken starting at one. The colors will either be yellow, blue, or green. Yellow means that the path is played using Ember (Movement Character), blue represents the same thing but for Ignis (Combat Character), and green means that the path can be taken by either character and can even go together without affecting gameplay.
Final Map

Gallery
Click on the arrows to browse photos that match the reference number from the walkthrough map.

The player's spawn point for the level.

Where the player practices basic platforming and is introduced to a few level mechanics.

This is the final challenge where the player uses what they have learned to defeat Thaddeus using both characters.

The player's spawn point for the level.
Starting Area
Description:
This is where the player spawns and is taught simple movement controls to prepare for the upcoming challenges.
Introduces:
Played Characters:
Ember​
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Jump
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Double Jump
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Dash
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Coins
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Treasures

Gallery
Click on the arrows to browse photos that match the reference number from the walkthrough map.





Puzzle #1
Description:
This section is an introductory puzzle that has the player switching characters while using different interactables to proceed.
Introduces:
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Light and heavy levers
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Light and Heavy Pressure Pads
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Acid Pool
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Weak platform
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Extendable Bridge
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Rising Platform
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Invisible Platform
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Extendable Stairs
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Summoning Altar
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Shop Keeper
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Breakable Pillar
Played Characters:
Ember​

Ignis


Gallery
Click on the arrows to browse photos that match the reference number from the walkthrough map.




Boss Room
Description:
The final test where the player uses what they have learned to fight a single enemy in 3 different phases.
Introduces:
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Boss Enemy
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See-saw
Played Characters:
Ember​

Ignis

Phase 1:
At the start, the player is put into the center arena as the Combat Character. The boss Thaddeus will hit the player with his arm either by swinging which the player must jump to avoid, or by following them with his hand and then slamming on them which the player must keep moving to avoid. There will be a chance to climb Thaddeus' arm when he slams and the player must climb it to hit a weak point 3 times.

Gallery
Click on the arrows to browse photos that match the reference number from the walkthrough map.




Phase 2:
In this phase, the player gets switched to the Movement Character and must make their way to the top of the room while Avoiding Thaddeus' cannon fire. The way to the top of the pole is blocked so the player must re-summon the Combat Character to boost them up using a see-saw and activate the bridge.

Gallery
Click on the arrows to browse photos that match the reference number from the walkthrough map.




Phase 3:
During the phase, the bridge to the pillar opens up and the player is prompted to destroy the top of the pillar with Ignis. After that is done, they are then prompted to bait the bottom ring as Ember. This is all done while avoiding more cannon fire.

Gallery
Click on the arrows to browse photos that match the reference number from the walkthrough map.



