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World Building: The struggles of finalizing Level Design


Coming near the end of level designing, I’ve learnt a lot in terms project scope and general time estimation. Initially, the map was supposed to be a vast city scape with several blocks of buildings that would foster exciting and challenging platforming.

What I had learnt from pre-production play-testing, was that I was able to achieve this with a far smaller scope. What I intended to create with several blocks of buildings, I managed to attain with a single focused and detailed collection towers on a lone block. Though the space was now significantly smaller, it didn’t take away from the platforming gameplay at all. In fact, having the concentrated space allowed me to create far more interesting platforming puzzles that were more closely connected, thusly giving a sense of progressive direction in a map that is allusively open ended.

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