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Level & World Design Challenge

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Introduction

This is similar to a design test, but I did not get given this design test by a company but challenged myself. I tend to do this when I'm applying to a studio that I'm particularly passionate about. I’ve played Lego games since I was a kid and have found memories of going to the local library with a friend to play Lego Star Wars as they had a Nintendo Wii which you could rent out for £1.00 an hour. So, whenever I see a position at TT games, I'm always keen to put together the best application possible. I will be detailing my process what I designed for the game.  I also have made a video detailing my whole process which you can watch below.

Process

For my process one of the first things, I do is establish design goals. These will be created and informed by my understanding of the games core design and intentions. On some of the behind-the-scenes footage Dawn McDiarmid a designer on the game said, “We wanted each planet to feel alive and unique”. Additionally, Jonathan Smith Head of the game’s development mentioned the teams aim of making the world feel alive. He said they achieved this through space missions, side quests and secret challenges throughout the open world. So, this is what I will base my design goals on.

 

Design Goals

  • Each area of the game needs to feel alive.

    • The environment needs to be dense with NPC missions and secret challenges.

  • Planets need to feel unique.

    • Having a unique look and visual style.

These goals represent my best guess of what the design goals would have been for the team at TT Games.

2D Design

World Design

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Flow Chart

Level Design

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Level & World Design Challenge - Video Overview

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