LEVEL SUMMARY
After an incident, a bug-catcher is sent to catch fireflies and light up a village.
STYLE: Platformer/Open World

DESIGN PROCESS
REFERENCES & PREPRODUCTION

Project Reference Board

INSPIRATIONS
For this level, I went with a visual inspiration of 90% White Mud Houses and 10% Pond Inspired floating islands.
ASKING QUESTIONS
Something I like to do when preparing my ideas is to ask me some simple questions that I answer with concepts that will guide me through making my levels:
WHO◽WHEN◽WHERE◽WHAT◽WHY◽HOW
Here are the answers I gave myself to guide me:
WHO: A Bug Catcher
WHEN: Magical time (No Time)
WHERE: Village in the sky
WHAT: Catch fireflies
WHY: To help light up the city!
HOW: By exploring the world and putting the fireflies you collect in lights
GAMEPLAY INGREDIENTS
CHESTS◽FLYING FISHES◽LIGHTS◽LILY PADS◽NPCS◽WIND TRAILS

CHESTS: Find chests to loot in the level.

FLYING FISHES: Challenge traversal with moving ennemies. 

LIGHTS: Catch fireflies to light up lanterns in the village.

LILY PADS: Use moving platform in the level to add variety and verticality.

NPCS: Talk with NPC's to learn more about what happened.

WIND TRAILS: Guide the player with wind cues.

guiding the player
Here are some strategies I used to hint the player with visual cues. 
CONTRAST: The white of the houses and the little lights in the windows catch the eye.
RED: Red is synonym of danger. It is only used on ennemies (flying fishes).
✨ I used the water to indicate elevation. This indicate to the player that there might be something up there. 
✨ I used wind trails to indicate to the player that those areas can be reached by flying.

Complete map

TOOL USED
UNREAL ENGINE 5◽PUREREF ◽BLENDER ◽HOUR OF CODE◽SKETCHFAB
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