Narrative Designer
Level Designer
Process Work
Explore
As with any new kit or tool the first thing to be done is familiarizing yourself with all of its components. Boxy was a purchased 3D asset kit that had many limitations however designing around those limitations allowed for out of the box thinking and problem solving to occur.
Design
First designing the level was loose with many sketches and ideas thrown around. Once the theme was settled on, it was easier to build a design off of those additional constraints and needs. From here a basic blueprint was created to get the basic shapes and flow of level nailed down.
Gray-Box Prototype
During the gray-boxing phase there were some trial and error moments where different tile types wouldn't work or caused errors to occur when placed togeather. These errors needed to be designed around in order for the gray-box to remain functional.
Playtest
This level went through three playtest sequences among peers and the professor. This was to iron out any awkward or misleading components, errors and ensure that how it was designed is how the players play in the game space.
After each playtest the level underwent minor revisions.
First Pass Art
After finalizing the design as a gray-boxed prototype it was time to move in some additional assets for a first art pass. This allowed some theming to show through in the design and give context to some of the areas which opened up environmental storytelling and allowed the narrative to flow through the level and the theme.


