Skylar & plux
CHALLENGE MAP LEVEL DESIGN
A 2 week project done in Unreal Engine 4, during our level design course at Futuregames may 2020
ABOUt this project
This level was created during a level design course at Futuregames, where we collaborated with Right Nice Games. Our objective during the course was to make speed runner challenge maps for the 3D platformer “Skylar and Plux, Adventure on Clover Island”.
The level was made in Unreal Enginge 4.
MY goals
Designing a speedrun level with focus on rhythm
Guide the player with interesting shapes
Create multiple paths that would reduce the speedrun time and offer replayability
Tell a story based on a theme
level design process
I wanted to create a fast-paced level, with multiple paths, that would offer the player replayability.
To heighten the tension make the environment feel more risky, I created a narrow path for the player to move in.
In this early version, everything in the level surrounding the player was made out of lava.
Sketching concepts
In Skylar and Plux, the main character can do a double jump between every regular jump before she has to land on something again. I played around with the games bouncy mushrooms, trying to find a rhythm and a flow that would feel interesting. I wanted the player to be able to see how far apart the mushrooms were, to know what kind of jump they should do - double or regular.
Choosing mechanics
Theme and story
I decided on a tropical theme and wanted to tell a story about a pirate cove. When dressing the level I wanted to lead the player with details in the background, without forcing the player to break their pace to see it.
Working with rhythm
I divided the level into sections, adding different beats in each part. I wanted to have clear transitions between the sections, so that every part stood out but still fit the entire theme of the level.
Section 1 - Introducing rhythm
When prototyping I listened to a lot of music to find a rhythm that would both make sense to the player when jumping. The first mushroom the player encounters is tilted and provides a small speed boost. The rest of the shrooms are placed two by two and the player has to do a double jump in between every pair to make it.
Section 2 - Adding height differences
In Section 2 the player enters a cave. Here the flow is broken up with small height differences, and the spacing between the mushrooms is a bit bigger. The player needs to stay alert and act fast when jumping.
Section 3 - Focusing on story
In section 3 the rhythm slows down so the player can focus on the environment. The area opens up in a wide bay, with a broken harbor and beautiful waterfalls. When the player jumps around a cliff a huge skull appears in the distance, and draws the player towards it.
Section 3 - Focusing on story
In section 3 the rhythm slows down so the player can focus on the environment. The area opens up in a wide bay, with a broken harbor and beautiful waterfalls. When the player jumps around a cliff a huge skull appears in the distance, and draws the player towards it.
Inside the skull cave the mushrooms are placed in an upwards spiral, creating a fast paced crescendo (see sketch below). The player needs to make a lot of fast jumps in a row in order to make it.
Guiding the player
I wanted the environment to guide the player in the right direction, with leading lines, shapes and landmarks. I used the environment to frame the goal in each section, making it obvius where they player should go. Below are some examples.
Shapes, lines and lights
There are two secret passages in the level, both marked out with a pirate sign and lights. The first passage is located behind a waterfall, the second is hidden by the first caves entrance.
Secret passages
I wanted to pay homage to old games like Donkey Kong on SNES, where the player can stumble upon secret things by being curious or paying attention to the environment.
Below you can see both ways on the map: