Overview:
This level was inspired by movies like "Big Trouble in Little China" and "Blade Runner". I would like to create a Run and Gun design level with some puzzle elements. Like a mix of Michael Bay and Tarantino. High-level explosions and action and a huge plot twist.
My planning process for the Level Design starts with some issues that will guide my research, which I call the Planning Phase:
- What's the premise?
- What mechanics and skills does the player have?
- What kind of enemies?
- Will it be a singleplayer or multiplayer map?
- Gameplay?
- What is the player's goal? (survive, flee, chase, explore, etc.);
- What is the purpose of the Level? (telling a story, introducing a mechanic, fighting the boss, etc.);
- What is the type of environment?;
- Time of day;
- Location within the game's history (Why is the player here? What is the history of this place? What happened before and what will happen after?
From this informations, I create a MoodBoard and make the first sketches of layouts. With a base for my level defined. I start what I call Metric Lab. Testing the Level Metric with the central mechanics of Level and already in mind how your Layout will guide.
After this I define my Level Design Pillars and start my blockout and iterative process of the Level.