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Level Flythroughs

Level Design

During my time at Infinity27 I as well as two other level designers took responsibility for designing three levels, two of which we developed from initial concept, while the third involved continuing from an existing blockout. This required a thorough understanding of the project's design principles and mechanics to ensure consistency and quality across all levels. I worked closely with other level designers, and together we divided tasks in a way that minimized interference and maximized interconnectivity between our individual sections of the project.

In my role, the primary focus was on designing levels that balanced compactness with interconnectivity, allowing players to explore and discover multiple paths through each area. This approach provided depth while maintaining a manageable scale for traversal.

We followed the Infinity27 Pipeline, a structured workflow named "Levels of Fidelity" (LOF), which guided each level through various stages from concept to completion. The pipeline included four stages, labeled LOF0 through LOF3, each with specific milestones that needed to be met before moving on to the next phase. Our team’s goal was to bring two levels from LOF0 up to an LOF1 pass, setting the foundation for artists to progress into LOF2.

In brief:

  • LOF0 represents the pre-production phase, involving concept sketches, gameplay mechanics, and initial design ideas.

  • LOF1 focuses on whiteboxing and blocking out levels with primary details, such as key structures, loot, enemy placement, and gameplay objects.

  • LOF2 focus on artists set dressing the level and making changes where needed

 

Our task was to prepare the levels to LOF1 standards, ensuring they were fully whiteboxed, functional, and ready for the LOF2 stage, where artists would begin the set dressing. We were given a three-month deadline to accomplish this, ensuring the levels met all criteria for a seamless transition into the next phase.

Responsibilities + Contributions

  • Worked on three levels, two created from concepts and 1 continued from existing blockouts within a 3 month time frame
  • Main task was to ensure interconnectivity and exploration throughout the levels
  • Worked with other level designers to divide up the levels to prevent interference and promote interconnectivity
  • Levels had to be navigable from start to finish being aware of sightlines and making sure to use already built mechanics
  • Held daily playtests in order to obtain feedback and iterated based off of this information
  • Joined daily with the team to have daily scrums and had 2 week sprints where we presented work.
  • Adjusted pre-production workflows to better help the team
  • Ran a QA Master checklist making sure any bugs were logged with the correct severity
  • Used pre-defined mechanics and used them in complex ways throughout the levels
  • Make sure Levels and information boards were tidy and ready for hand off

Levels I worked on

Aparagodaniya

Uttarakuru

Viratdeha

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