Light Reforged
Level Designer
Overview:
Light Reforged is a 3rd person, hack n' slash, narrative adventure, where players explore a Norse-mythos world with steampunk aesthetics.
Overview:
Light Reforged is a 3rd person, hack n' slash, narrative adventure, where players explore a Norse-mythos world with steampunk aesthetics.
Team size: 15
Development time: October 2023 - April 2024
Engine: UE5
Contributions:
Top Down Concepts
Whiteboxing
Encounter Design
Player Comabt Mechanics
Cinematics
Documentation
Design Goals:
Explore the history of the world through environmental storytelling.
Make challenging enemy encounters
Find the balance for camera position to showcase the world and be in the optimal position for combat encounters
Say Cheese! Oh the camera is too far and you can't see my smile? Trust me I'm smiling!
In Light Reforged we utilized a spline camera system, which helped create dynamic camera work while the player navigated the environment. This system did come with some constraints that influenced how I approached levels, these were three key rules that helped guide how I designed player paths:
Avoid create overlapping paths that are too close to each other
Avoid having the player walk directly under the camera splines position
The player character shouldn't be too small in combat encounters
While these were rules, as the creator of them, I knew when and where to break them.
Theme: Corrupted Forest
Design Goal: Introduce players to three different enemy types while establishing narrative
Guiding players:
Leading lines are marked in red. These lines were established early in the blockout phase to guide the player along the critical path, without having direct instructions on where to go.
Combat & Scenic Zones
Utilizing the spline camera we made sure to have distinct combat and scenic zones.
Combat zones progressively increase in difficulty as players traverse up the tree.
Scenic zones allow for a break from combat and showcases the environment.
Built a rhythm for the player, scenic zones acted as a reward and motivator for progression.
Theme: Battle Coliseum
Design Goal: Challenge players to a boss rush gauntlet of three unique bosses back to back.
Staging a show
For this level I blocked out a basic arena with a dungeon area below. In the center of the arena is an elevator lift. Throughout playtesting we found that the area was too large and scaled it down. This created the right amount of tension in combat.
Lighting For Guidance
Open doorway with lit area guide the way forward, a UI prompt displays confirming that players want to progressing to the next area.
The particle effects on the left show the upgrade station.
Theme: Water front district with giant Robot
Goal: Players unlock a door through non-linear exploration of the level.
Designing for Exploration:
We wanted to explore non-linear exploration to give players the opportunity to discover the world.
From the concept stage I pitched a city built around a mecha body. The head being at the center of the city.
Two major changes to the level was the right buildings getting cut to help shrink the map as it was too large. The second was an aesthetic change from the blockout to make the left robot hand grab the building rather than face upwards.