
Against Light
About
Production time
7 weeks
Team size
35+ people
URL link
Engin and Software


Genre
Stealth Tactics
Roles on this project
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Level Design
What I did on that project
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Made a diagram of the objectives and the obstacles that comes with it.
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Created puzzles of various difficulty that can be solved by more than one tactic.
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Modified or completely rethought a whole level in a short laps of time.
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Kept in touch with all member of the team to keep the levels progressive in intensity.
List of features
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Force the player to use multiple abilities together. This level being classified as mastering the abilities and their uses, I had to find a way to make the player combine the abilities in order to take control of the level by making sure the way is clear to progress further. For example, closing the light with the shaman, than using the whisperer to attract the villager while possessing it with the puppeteer and dispose of it.
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Use lights and shadows to guide the player in the level. The level was created while taking in consideration the possibility to explore and let the player choose the way to go, while making sure the player would not miss the objective. To do that, I used a powerful light that would indicate to not go a certain way, while providing easy to shut light with hiding spot nearby for the player to interact with safely.
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Balance difficulty with the different enemies and where to position them. For the puzzle part, two points had to be considered; the path the unit was taking and which unit to use. The villagers being more easily fooled, I used them to show the player where to safely navigate. The priest, on the other hand, is harder to control by the player that's why I used him to make him patrol in an area I didn't want the player to go.