Scraps
I was tasked with creating a level for a video game called Scraps, a third-person post-apocalyptic game. I learned throughout the design process how to analyze game levels and break them down into their most basic components. Concepts such as level pacing, flow, setting clear goals for a player and the importance of visuals were all exercised and practiced during the design and implementation of this level.

Level Design Map
Before opening up Unity, I first mapped out a design for my level with notes on the areas/rooms the player will navigate through and explanations on what the player is expected to do within each specific gameplay setup.
This required a lot of premeditated visualization, as well as gathering reference images to further imagine what the level could look and feel like. The map also communicated a trail that the player would be expected to follow, leading to gameplay moments that kept the player doing something every 10 seconds. Collectibles were used as bread crumbs to lead the player throughout the level, while more significant/rewarding key items were placed in more difficult hard to reach areas to challenge the player to explore and problem solve.
For the layout of the level I wanted the player to encounter their goal at first but not be able to get to it and have to go through the level and learn new mechanics that would help them get to the goal. Entering the level the player would find explosives that they would have to use and place on different places in the level that would open up new paths. The player would enter the lobby and see they aren't able to advance so by using the breadcrumbs I would introduce them the second mechanic of the level which would be rotating catwalks that the player would have to use a lever to rotate the catwalk the to be able to get across the room. Throughout the level the player would have to use these two mechanics completing puzzles of increasing difficulty to finally get the end goal of the level.

Level Map
Here is the final level design map which fully encompasses my ideas and allows me to building the level in-engine. It also includes a level mechanic change from the explosives to wooden boxes and planks which the player will have to use to navigate the level by taking planks off doorways and use boxes to reach higher levels of the building. With this now completed I can use this to map out the level and easily use it as a template for blocking and laying out the level.

Level Design Block Out
With a fully fleshed out map to work from as a guide, the level block out was able to begin. I started with the building itself first, laying out the exterior walls to get the shape and keep it true to size. Within Unity, I was able to project the map itself onto the plane in the editor, making the block out much more efficient and accurate to the drawing. Once the exterior was done I started working on the interior adding the gameplay moments and breadcrumbs to lead the player around the level.


