Jaunty Gauntlet
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Engine:
Time Span:
Team Size:
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Action Adventure
Chrome Engine 6
3 Months
1 Developer
Level Designer
available on request
Responsibilities
Open World Level Design
Playthrough Video
High Concept
My second Dying Light mod, "Jaunty Gauntlet" demonstrates mastery of level design through a variety of techniques to guide the player, control tension and pacing, and underscore the joy of traversing space. I learned to address some of the key challenges with Open World design, especially regarding how to control nonlinear flow and how to set up encounters with multiple levels of difficulty. In the end, my level was successful because a variety of standard level design practices were used in ways that support Open World freedom.
Development Timeline
Week 1
Week 2
Weeks 3-4
Weeks 5-6
Weeks 7-8
Weeks 9-10
Weeks 11-12
Pitch
Level Design Document
Whitebox
Initial Gameplay
Gameplay Complete
Aesthetics
Launch
Presented the concept via Powerpoint for approval.
Compiled aesthetic references and drew the world map.
Layed out gameplay themes, charted skill progression.
Built the world from an empty canvas.
Scripted the quest and set up combat. Adjusted my layout.
Iterated on area flow based on playtest data.
All gameplay features in: loot, abilities, weapons, nav mesh.
Extended and refined core gameplay spaces.
Dynamic difficulty adjustment, clutter, traps.
Refined gameplay and aesthetics.
Cinematic sequence, lighting, weather, vfx, audio, decor.
Final refinements. Gameplay and Aesthetics polish.
Photo Gallery
Sight lines, framing, gameplay objects
Open World areas with distinct visual themes
Landmarks, objective, conveyance
Sight lines, framing, gameplay objects