JADE
LETOURNEAU
SENIOR LEVEL DESIGNER
In BIOMYDRA, play as Snow, a solo agent sent on a mission to a strange planet to track down a missing fellow officer.
Explore colorful environments in this exciting action adventure game as you uncover the disturbing truth about this breathing planet and the sponsors of this mission. Using its magnetic arm, solve brilliant puzzles and fight your enemies one by one to reach your ultimate goal.
GOALS
Creation of a platformer level from the final video game project of Campus ADN graduates, 2015-2016.
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Production time : 3 weeks
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Playtest and debug : 1 week
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Difficulty curve : intermediate
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Walkthrough (speed run) of 2 minutes
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Coherence of the difficulty curve per team (teams of 4).
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Designed in 2017.
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Made in Unity.
INTENTIONS
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Design an evolving level using the Teach/Practice/Master technique to introduce
a divergent use of ingredients -
Use of the magnetic arm to diversified the navigation
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Balance navigation and puzzle segments;
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Use backtracking efficiently without trapping the player into visited area
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Fluctuate the rhythm and flow of the gameplay
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Provide benchmarks to facilitate the player's orientation
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Change camera framing to present more-at-risk sections and promotes puzzle sequence understanding
CHALLENGES
Designing a fun and engaging platformer, based on a unknown new game
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Use rational level design.
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Intensive study of the game itself.
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Inspiration drawn from successful platformer games.
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Combine and test the ingredients differently than seen in the game.
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Multiplied playtest between teammates and with peers.
Keeping the level identity consistent
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Deepening the concept of the most interesting combination of ingredients, based on my colleagues’ feedback, throughout my level.
Using a hard coded system built by former students, several scripting problems occurred.
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Resourcefulness and communication between peers to make the script operational for the project.
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Adapt the layout according to the functionality between the ingredients.