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Writer's pictureGraham Newman

Slipping Out Level Design

This is one portion of some level design work I did in 2020 for a student project called Slipping Out. The game was a 3D platformer developed in UE4 that followed the story of shapeshifting slime trying to escape out of a subterranean lab. As a result of COVID-19, this was the first project I worked on where the team was all collaborating over long distance. While the project ended up having a multitude of problems in the long run as a result of this (Chief among them that we were simply using Google Drive for version control), it still ended up being a pretty massive learning experience for me and went on to help me substantially when I took on the role of development lead for Awake.

The slime character had 3 forms they could take on. Their regular form allowed them to fight guards (Marked by red Xs on the map) and to shoot a slime trail to grapple and swing off of objects. Their small form was similar and could allow them to squeeze into vents (Marked in red on the map), but this form dealt far less damage to guards and was more susceptible to damage. Their final form was a giant slime, which could break through destructible walls (Marked with two lines, as seen by the Security Room or in the Office Space) and could easily kill guards, but this form couldn't fit through most doors and was unable to use the slime trail.

To give some more detailing on what you'll see for the map layout, the goal of this level was to reach the "Level Finish," an elevator that would take them to the next floor of the lab. In order to do this, the player would have to beat guards, navigate across a large subterranean lake (We had determined that water would dissolve the slime character), and shut off the emergency lockdown in the Security Room. Two cable cars in purple are marked on the map, which were suspended above the lake. The vents on the map had a multitude of laser grids within them, which players had to time passage by or else risk being killed.




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