Honey I Shrunk the Player
For this one week level design exercise, I was in charge of the concept design, sketching and diagrams, and any 2D elements in-game. I worked on a team of 4, and we challenged ourselves to design a boss fight arena that changes as you enter it. The concept we landed on was a player the size of a mouse facing a deadly flower enemy out in the garden. The arena is formed using flowerpots and a garden hose, and as the player enters the arena, the grass inside withers and dies to reveal the boss. Since this was just a practice in level design, we didn’t actually program a boss fight (so the flower boss is just a placeholder) and focused instead on creating a well developed arena.
To explore our level, check out the link here.
This was my initial top down plan for the level. I handed this sketch off to the programmers and 3D modelers so they could build our level.
This is a sectional illustration I made showing the height of the various game elements in the scene
This was another sectional illustration from another angle, to clarify missing information