No More

Monkey Business

Genre
Chaos Creation

Development Role
Level Designer

Development Time
7 Weeks

Team Size
13

Tools
Unreal Engine 4, Perforce, Krita

Game Concept
Control a monkey on a rampage to destroy an office building

Your objective is to destroy each floor of the company. This is achieved by destroying X amount of objects in each floor. Once the requiered amount is reached, the player can progress to the next floor.

To achieve this the player can punch, perform a body slam and throw small objects. Also, the player must avoid the darts thrown by the Monkey Police.

Brief Gameplay Explanation

Level Design

  • Drew the Top-Down Level Sketches

  • Implemented the Level Block-out

  • Iterated on levels based on team feedback

  • Designed the Level to Level Progression

  • Gave Feedback to the Art Team about the art pass

  • Added the Final Game Assets

My Contributions

Design Pillars

Chaos

Strong Feedback

Whimsical

My Level Design Principles

for this Game

Giving the player enough space

The game-feel of this game was chaos and freedom, thus giving the player space to move freely and make mistakes was important.

Level 1, Reception Room

Guiding the Player

I used the objects and the color of the floor and walls to guide the player to the routes I found to be most interesting

Telling stories

I made sure to create background stories for each level and also between levels. This facilitated the process of defining what happens in each level and room. Also, having this ensured the levels were different between them and memorable.

Take advantage of the camera

I used the fixed camera angle to foreshadow and hide different elements. I did this by organizing the level in a way the player had to pass through paths subtly implied this information.

My Level Progression

Philosophy

  1. Introduce few mechanics per level

  2. Introduce core and foundational mechanics first

  3. Use the knowledge of the previous levels in the current one

  4. Increase difficulty with each new level

  5. Make each level layout different

  6. Use the last level as a “final exam” of the knowledge learned

  1. I defined everything the player needed to know and divided the content through the level

  2. I proceeded to draw the level sketches to get the general layout

  3. I made the level blockout

  4. I iterated this step as much as I needed

First Iteration

Objectives:

  • Introduce player to all destructible objects

  • Introduce the player to objects blocking pathways

  • Strongly Interconnected Level

  • Have objects within the reach of the camera to guide the player

Conclusions:

  • Hallways and some rooms are too small, restricting the player’s movement

  • Feels too short

  • Object placement is good

  • The objects sizes are good, they just need more space

  • The level lacks focus

Second Iteration

Objectives:

  • Introduce player to all destructible objects

  • Strongly Interconnected Level

  • Have objects always within the reach of the camera to guide the player

  • Give the player more space to move

Conclusions:

  • Rooms and hallways are still too small

  • The size of the level felt more appropriate

  • It isn’t clear what is the story behind this level

Third Iteration

Objectives:

  • Introduce player to all destructible objects

  • Strongly Interconnected Level

  • Have objects always within the reach of the camera to guide the player

  • Give the player more space to move

Conclusions:

  • Rooms give the player enough space to move and play

  • Level size is good

  • The suggested path is good

  • The long room could be made a bit shorter but that can be done with a quick fix

To showcase my work pipeline, here I share the iteration process of the 1st level:

Planning and Blockout Process

Lessons Learned

Things to do Better

  1. Use a camera that can’t be controlled to foreshadow information and guide the player

  2. How to create materials that ease the level design process

  3. A more clear blocking system that can easily be understood by the artist

  1. Communicate more clearly with the artist to ensure the assets I get work for all the situations I planned

  2. Ask to have the basic movement and core mechanics ready before working on levels

  3. Be more proactive in defining aspects that affect the level design like enemy placement and AI behavior

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Forsaken Mine - Level Design