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BOXY TOWN

Project Description:

A co-op experience where the players are sailing a ship which was made in unity. The project objective was designing a game where players have to collaborate control the ship and reach a goal with lives intact. The first prototypes were used to test our designs of the intractable stations to steer,sail and defend the ship. We then advanced to involving character controllers , designing levels to navigate through and  creating enemies to add complexity. 

Role: Level Designer

Tools Used: Unity

Duration: 4 months

LEVEL DESIGN PROCESS:

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DESIGN GOALS:

Familiarity with the Genre:

As I am a big fan of platformers I decided to make a level that is based off a genre I am very familiar with. In this case, I chose to do platforming and adventure. Since I didn't have much time to figure out what other level software there was for me to choose from I decided to stick with the boxy project I was given in a previous year of my studies. At first the level was nice and simple and quite grey boxed. I implemented some assets that I found online and used them to give the level a forest kind of vibe

Adapting Designs from Platformer References:

As a small child, I grew up playing many platformers especially Mario games. Except instead of having players search for stars/moons, I simply had them move in a straight line for casual gameplay so they can enjoy the experience without feeling rushed or under pressure after all the was the main purpose of Boxy. I might make changes to it over time when I get the time for more entertainment

Gain more knowledge of Open-World Design:

As I said earlier, I grew up playing many platformers and I have a lot of experience in playing them that I don't struggle too much with in completing them. I mainly used Super Mario 64, and Super Mario Odyssey to complete this task. As I continue to make more levels like these I hope to add a bit more difficulty so players will continue to be encouraged to keep playing the game/levels I make. I feel that if I keep them nice and simple, players won't feel motivated to continue playing, so I hope my open-world design skills improve as I continue to work on projects like these.

LEVEL DESIGN SHOWCASE:

TAKEAWAYS:

Coming from a level designer's point of view, I learned it's important to know how to lay out the environment art as you turn any current greybox levels

It's also important to make the environments/layouts have neat and great assets otherwise the levels/racetracks look boring and simple

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