About
Team: William Lu, Tibi Leonov, Justin San Juan
Role: Game Designer & Level Designer
Timeline: 2 Weeks
Level Design
Metrics
I learned how important max jump distance and jump height is. When designing levels for Parity I had to measure all gaps to make sure that long jumps were still in the comfortable area of movement zone.
Teaching
When players encountered new objects I wanted to teach the player in a way that didn’t tell them directly. I provided opportunities for the player to learn these mechanics by putting them in situations where they could use that mechanic right after.
One of the ways I made use of this was when I introduced the re spawn torches.
I introduce the torches along with the first obstacle that could kill the player.
Understanding the Mechanics
I found it really helpful to play around with a new mechanic before starting to design a level to include that mechanic, After learning something a new feature of that mechanic I would write the usefulness of that feature.
For example when we introduce moving platforms into Parity the platforms could be move the player around but they can also be used to desync the player.
I made use of the moving platforms ability to desync by making elevators, moving platforms that extend rather than float to move.
Expanding the players knowledge
When I wanted to teach the player a new feature of a mechanic it wasn’t enough to just make them use the mechanic right after. Players tend to forget what you teach them very rapidly.
When teaching a player a mechanic or feature I had to keep introducing that feature. With every time they used that feature the harder it became for the player to forget that they learned this ability.
I had to keep creating reminders and after a while the ability or feature would leave short term memory and enter long term memory.
Afterwards
Understanding the Player
Players will always find ways to find a solution even if it's not the intended solution but that's not necessarily a bad thing. If you know an alternative solution that they may use maybe reward them.
Knowing what your character can do is essential before starting to create a map. Play around with the character to get a feel for his capabilities.
Reusing puzzles or things the player has learned in new ways keeps them engaged and provides the player with a sense that they have grown skill wise.
A Hobby
This was the first time that I’ve ever worked on a project that was not for an assignment.
I just got to work with friends with no goal for the completed project. This experience has changed game design and game development for me. From a topic I study to a hobby I enjoy.