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SCRAPS

Level Design

SCRAPS is a third-person post apocalyptic game, and I was tasked with creating a level for it. 
This project taught me a lot of fundamental concepts for level design, such as player feedback, pacing, and objectives.

Bubble Diagram and Level Layout Map

In this section, I will talk about the beginning stages that I went through while working on SCRAPS

Forero_Nicolas_BubbleDiagram.png

LEVEL DESIGN MAP

The first thing I worked on before working on my SCRAPS level, was a level design map.
This map was a basic layout of how the player will encounter the different interactive spots in the level, that included everything from doorways, pacing, expected player route, player feedback, and more.
It began as a bubble diagram, which focused primarily on the interactive setups that each space will have. These setups were meant to teach the player about a mechanic by the introduce/practice/master method.
The end product showed a lot more detail, including collectibles, structure and terrain layout, and more polished interactive setups that are meant to challenge the player progressively.

LEVEL LAYOUT MAP

This is the more polished version of the bubble map, which was implemented in unity by projecting it onto a terrain asset in unity. This allowed me to build the level around the map really easily

Forero_Nicolas_LevelLayoutMap.png

BLOCKOUT

With a level layout map, I was able to start working in-engine (This project was realized in Unity 3D).

The idea that I had for this level was of a abandonded mining facility, to fit the overall mood of the game. This meant it was going to have an overworld as well as an underground/basement section. This turned out to be a little complicated, but I managed to work it out by using two different terrain assets. Making the rest of the blockout, however, was a breeze, since the structures in my level were really basic buildings and rooms.

Objects that were interactable were Color Coded with orange, and Objects that weren't were a shade of gray. This was done to give some clarity as to which asset does what in the Blockout.

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Overview

SCRAPS_Blockout_overview.PNG
SCRAPSCap5.JPG

Platform Mechanic - Practice Setup

Acid Mechanic - Practice Setup

SCRAPSCap9.JPG
SCRAPSCap13.JPG

Final Interactive Setup before interaction

After interaction

SCRAPSCap14.JPG

Polish

Now that the Blockout was completed, it was time for final polish. 
This stage consisted of Playtesting and addressing Feedback, as well as texturing and any additional details for the Level.

Overview

Visual Overhaul

Every asset was applied a texture or material. Additional assets for setting were also added, such as the water tower or containers.

pnp3_overview.PNG
Scrapsportfolioshort.gif

Gameplay

Playtesting and Addressing feedback

Rigorous Playtesting was done to ensure that the player could not go Out of Bounds, any information that the player required was given clearly, feel of the Level was correct, and any additional Bugs/soft-lock instances were addressed and removed.

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