Level/Multiplayer Designer

Cyberdrome

Cyberdrome

“Cyberdrome” is an original, fast paced, first person action game. You play as a cybernetic ninja destroying waves of Enemy drones.


NOW ON STEAM


Quick Summary

Design Goals

  • Create wave-based combat with a staged combat feel

  • Prototype movement systems in conjunction with programmers to ensure proper variables were exposed for iterative tuning

  • Communicate with art team and sound team regarding intended “feel” of movement mechanics.

  • Adhere to, and create a skill progression chart, gradually introducing and reinforcing enemy types

  • Develop combat scenarios for both exterior and interior areas

  • Provide levels of verticality to influence combat

Development Facts

  • Engine: Unreal Engine 4

  • Responsibilities: Design, blockout, gameplay implementation, aesthetic implementation, and lighting.

  • Development Time: 6 months

  • Game Mode: First person melee

  • Team Size: 16

My Design Process Overview

  • Work with lead level designer and game designer to finalize movement mechanics

  • Understand from a player’s perspective how abilities can be combined, and how that can impact my level design

  • Create initial paper map design and consult with other designers to maintain uniformity in game vision

  • Develop combat skill progression chart and whitebox design to perform gameplay testing

  • Work with artists and art lead to develop lighting color palette and implement lighting and aesthetics

Screenshots

Video Playthrough


My Design Process

Understanding Mechanics

I began by working with fellow level designers, level design lead, and game designer to establish the proper feel of the core movement abilities. Because “Cyberdrome” relies on fast movement and a high double jump ability, getting the feel and the values set early allowed me to set height parameters and the gameplay moments for Dumpling Street. Once the list for movement abilities was finalized, I worked on prototyping abilities and systems, some in conjunction with the programming team. This ensured all proper variables were exposed/public in the editor for both me and other designers to test and iterate with.

Map Design

When creating the initial concept, I wanted to focus on allowing players to scale multiple levels of verticality, as well as provide both exterior and interior combat spaces. This verticality design goal drove me to consider the relationship between various jump combinations and different player skill levels. Because I wanted to support various skill levels, I designed the map to have 7 total elevation levels that could be accessed by basic running movement, single jump, double jump, single dash upward, single jump + dash upward, and double jump + dash upward.

+ Click To Expand Map +

Skill Progression

Along with the various elevation levels, due to the game being wave based, I developed a skill progression chart that detailed which wave certain enemies were introduced on. This aided me in designing the waves around what strengths each enemy had and where it made the most sense for them to be introduced height wise.

+ Click To Expand Skill Progression +

I also developed a second skill progression chart that detailed what player mechanics were being tested, depending on if combat was exterior or interior. The exterior focused on testing all aggressive movement mechanics, while reinforcing the defensive deflect and focus (slow motion). The interior focused more on deflecting and chaining aggressive play with defensive strategy. Additionally, each interior has a unique aesthetic, which was a solution I came up with to help differentiate the spaces and aid in helping the player create a faster mental map of the level.

+ Interior Skill Progression and Interior Spaces+

Snow
Forest
Mountains
Snow
(left to right) Hacker Interior, Kitchen Interior, Storage Room Interior, Market Interior

Lighting (click to view screenshots)

Lighting was a fun challenge for me, as I enjoy lighting and environment design. This task was tackled in direct consultation with the art lead, as well as the artist that created the assets for this level. The first task was establishing the color palette for the art assets and the mood of the game. The references I used, in direct consultation with the art lead, stemmed from the dark, noir of Blade Runner where objects were and lights were of high contrast to the environment color, and images of Seoul, South Korea at night. This meant a heavy, dark tone with contrasting color lights resembling neon signs.