Level Design Project - Solo - Souls-Like Game
Gameplay Video Showcasing Gameplay Cycle
This project was a level design assignment where I had to create a level for an existing game. For this I decided to recreate the core gameplay of Dark Souls 3, since the Souls games have been very influential on my life. The build focuses on the design and flow of the level, with 3 different core enemies to a Souls game experience (basic, ranged, and fast).
The level the game takes place in is a flooded kingdom setting, where the player explores mainly the docks, the castle, and the scaffolds. Throughout the level the environment and enemy placements get more precarious, but the player is able to use souls obtained to grow more powerful as well. The fast enemies were added later in development due to playtesting feedback; therefore, they are balanced, but not quite as well as the other enemies.
The player is shown the image of the looming castle, as well as some objects later in the level that can be used to orient themself. Enemy spawns start infrequent, teaching the player the controls. At the end, the player is able to open up a shortcut back to the first checkpoint.
The second section begins with the player finally moving up in the castle. They see a large enemy and a special item, which presents a risk-reward scenario. They next exit out to an area where falling becomes a serious threat as well as the enemies. They are then presented a similar risk-reward section right before another checkpoint.
The final section challenges the player on everything they've learned so far. There are more difficult enemies and placements, and the platforms get even narrower for parts. If the player is able to overcome this, they are given a shortcut right before the path leading to the final boss of the level. The final boss arena uses multiple enemies and unique geometry to aid in clearing them out while worrying about the larger one.
This shows the excel sheet used for creating the formula that would take into account the different data relating to the 2 other players in order to decide threat level and overall value to their game.
Initial build with lack of lighting/higher-resolution textures. This showcases a proof-of-concept tutorial area. Initial textures used Kenney.nl, animations using Mixamo.com.