L.A.S.E.R is a chaotic 2v2 arena shooter, in which player will be shooting lasers and using the reflective mirrors and power ups to defeat enemy players. I have been working on this project as a level designer for 6 weeks. I created these levels by doing iterations and QA sessions in which I gathered useful data from the playtesters. I improved the level design overall by implementing all the data from different playtest sessions.
Progress
I would love to show you how I made these levels and showing additional steps I took to get to this end result.
You can see the following document:
Heatmap Document
Heatmaps
I created different heatmaps based on the playtest sessions of different playtesters. By doing this we can iterate on the power-up placement.
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I wanted to make a level that was balanced for each kind of team. We defined the gamplay space quite quickly in which we could start building the levels. I also took the 3C's in consideration in which I came up with the camera angle and playing field.
Version 1.0
Approach
I proceeded to playtest these levels, and according to the feedback that I had received,
that feedback being, that the level felt empty, I decided to follow the
idea of a playtester, and expand the thickness of the walls,
providing an extra cover point, along with additional space to experiment with the mirrors.
Version 2.0
Update:
Approach
After completing this addition and performing several playtest sessions, we were very satisfied with the result, and began to think about the world components, such as hazards, pick-ups, and the positioning of capture points. For this we chose to research reference games such as bomber man, and found the idea to have two areas outside of the first square, to make it more interesting, and decided to build it. After building it we chose to place the capture points in it and decided to keep it as the first level after some playtesting.
Version 3.0 (Final Version)
Approach
At the end of the blocking I have been doing some more playtest sessions.
I have been polishing the level by removing bugs like the collision or metrics of the geometry.
This is the final version of the map.
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