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  • Writer's pictureKugenKeith

Level Design for King Arthur's Return


The levels in King Arthur's Return was design in a liner way but also making each room feel different and provide different challenges for the player to overcome. The core for each room is simple.



The first thing that I did was to define and set the rooms that will be in the level as well as the general flow of the rooms in the level. There are 4 types of background area with different shapes and size to accommodate different movement and play styles which are:


  • Canteen Area: A long hallway but low ceiling hallway

  • Prison Cell: Used as a checkpoint room

  • Ventilation System: an L shaped vent that connect a bottom level room to a top level room or vise versa

  • Prison Cell Hallway: A Square shaped hallway that expands both vertically and horizontally


After plotting out the layout of the room in the level, I then design sketched out each and every level individually placing objects, enemies, platform and plotting out the purpose for each room weather if its a tutorial room, action room or a platforming room. Each room has a purpose of its own to further strengthen or test the player on the mechanics of the game.



After Sketching and presenting the idea to the lecturers I place the background, platfroms, objects and enemies in the level to test them out and to check if the flow is smooth transitioning from level to level as well as checking on the difficulty of each and every room.


I also did a small livestream while I was placing the levels in unity that can be seen here: https://www.twitch.tv/videos/325220945





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