Co-op Twin-Stick Shooter | Custom Engine | 2019 | 8-Week Project |
25-People Team

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1. Research

  • Researching games with similar engine structure
  • Researching spacial layouts of games in similar genres
  • Researching possible themes
  • This helped us define constraints for our game, so that we don’t do try to create something unfeasible

Excerpt of the research on games in similar genres

2. Visual References

  • After we decided on a theme we collected visual references about it
  • This helped us to create a believable world and to know what kind of geometry would look realistic in the setting
  • I collected over 100 references images to create my level

3. Pipelines and Documentation

  • I was solely in charge of establishing the documentation and pipelines for the level design part of the game
  • We used them throughout the entire project for increased cohesiveness and clarity throughout the level designers

One of my visual references, which greatly shows what kind of geometry exists in a Japanese fishing village

4. Gym Level

  • The gym level is used to test out the different player mechanics in relation to the geometry
  • This way the level designer gets a feel for the game and can establish level design building blocks
  • The level design building blocks are used to create modular level design pieces and to ensure that all level designers use the same geometry metrics

Part of the gym level where wall metrics are taken and tested

Level Planning

1. Categorizing levels on a macro level

  • We planned to have 3 levels and we sorted out what mechanics and enemies would be introduced throughout the different levels to balance the macro pacing
  • I got the level 1, which would take place in a fishing village and do most of the onboarding

2. Brainstorming level ideas and sketching them

  • I partly uses SketchUp and partly used pen & paper for different level beat ideas, but the final complete level I made in SketchUp

Fishing Village level. I came up with all LD beats and created the SketchUp map within 1 day.

3. Creating a level design breakdown

Building and Iteration

1. Creating a blockout & iterating on it

  • I was responsible for concepting, building and iterating on half of the games entire playspace. This included placing enemies and enemy spawners.
  • During the art pass I made sure to maintain gameplay functionality and to make suggestions to what certain art assets could be in the areas

Iteration process of the games starting area I was responsible of

Iteration process of a battle arena I was responsible of

Iteration process of the city area I was responsible of

Iteration process of a climactic end fight battle arena I was responsible of


1. Polishing for more juicyness

  • After the playtesting showed that the gameplay is working as intended I went on to polish the level, to include some details that make the game more fun

University Evaluation

Ronny demonstrated remarkable progress in his role as level designer this block. He continues to show an exemplary dedication to improving his professional and academic practices and a strong engagement with feedback. He demonstrated a strong commitment to ensuring that both his own work and that of his colleagues remained in alignment with the project's goals and design pillars. Both the quantity and quality of the work he produced was very high. He showed the greatest dedication to playtesting on his team - not just testing the game, but also the tools provided with the engine. Ronny's summary reflections show excellent insight objectivity and he describes clearly achievable plans for further improvement. If Ronny continues to graduation at this pace, he will be well prepared for a position in the game industry.

- Year 2 Assessment Board, Breda University of Applied Sciences