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Cielo 

Level Designer

Technical Designer

Project manager

Platform: PC

Engine: Unity

Team Size: 6 

Duration: 12 weeks

Sheridan Capstone project for the post graduate Game Level Design, developed completely remotely 

Cielo merges classic arena shooters like Quake and Unreal Tournament with the damage mechanic of Smash Brothers. Creating a networking 3vs3 fast-paced game where players use guns rather than melee attacks to push their opponents out of the arena and kill them. Players have air abilities to return to the arena and the more damage they take the farther bullets push them off the platforms. 

Objective:

  • Merge classic arena shooters like Unreal Tournament with Smash Brothers

  • Develop a Network Multiplayer Arena Game

  • Create a modular pieces pipeline for agile Level Design

My Responsibilities:

  • Leading scrums every day

  • Maintaining Hack n Plan

  • Documentation (GDD, LDD)

  • Establishing art modularity guidelines

  • Level Design tools design and debugging

  • Coding character movement, weapons and bullet collision

  • Assembling and coding UI

  • Balancing character movement and weapons

  • Particle effects

  • Lighting

  • Optimization

  • Implementing quality settings systems to reach a broad spectrum of machines

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Metrics Gym

I created a level to help...

  • Define World metrics

  • Fine tune character movement values

  • Fine tune weapons

  • Define rules for the artist to create assets

  • I also created rulers for each type of movement so that they could be used while creating levels to maintain consistency

InGodWeTrust.jpg

Metrics gym board where all balance were being tracked

MetricsGym1.jpg

Space to balance movement, abilities and weapons

MetricsGym3.jpg

Measure and adjust dash distance

MetricsGym2.jpg

Adjust jump height

MetricsGym4.jpg

Get a feel for ground moving metrics

MetricsGym5.jpg

Measure and adjust jump, double jump and jetpack distance

MetricsGym6.jpg

Test weapon knockback force on dummies

MetricsGym7.jpg

Test weapons by getting shot by them

MetricsGym8.jpg

Rulers made from gym results to measure jumps and spaces while creating levels

Modularity

To control the art pieces flow into the engine I created a scene to..

  • Have all art pieces in one place

  • Easily control prefabs

  • Test Lighting

  • Create collision

ArtPices.jpg

Scene to keep track of pieces and easily modify prefabs 

Level Design Tools

To more easily create levels, decorate them and iterate, I worked closely with the programmer to create some tools...

  • Art piece window organized by category to easily view and instantiate art pieces in level

  • Replace object or rename

  • Delete duplicated objects if they share the same position

  • Snap selected objects to floor

  • Randomly rotate or scale selected objects within a defined threshold (used for grass and vegetation)

External tools used

  • Brush paint prefabs (for grass and details)

  • Mesh bake objects

Level spawner.jpg

Level editor to place modular pieces

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Replace Objects, Rotate or Scale, Displace Objects and Remove duplicates

Level Design

 

Process:

  • Paper Diagrams 

  • Greyboxing level

  • Testing session

  • Iterate with test results in mind

  • First Art Pass

  • Testing sessions

  • Second Art Pass

  • Optimization

  • Lighting

Challenges:

  • Creating levels that could be played in different game modes (team deathmatch, capture the flag)

  • Creating choke points in a game where you can fly anywhere,

    • To do this we created vertical choke points that can only be accessed by jump pads

    • We also used static assets (such as trees and pillars) to cut lines of sight

    • Without creating walls that could be exploited to stop a player from being knocked out of the arena. 

  • Using landmarks to determine bases and orient players in symmetric arenas

  • Carefully defining item placements to encourage encounters and interesting gameplay

Level - Ground Zero From grey-box to final art-pass

GreyBox_1.jpg

Greyboxing

FinalLevel1.jpg

First art pass

ProvisionalArt_1.jpg

Shader testing

GroundZero_1.png

Second art pass

GroundZero_2.png

Lighting and optimization

Level - La Cima Diagram to final art-pass

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Diagram

LaCimaProgress.jpg

Greyboxing with modular pieces

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Art pass

LaCima_2.png

Art pass

LaCima_1.png

Lighting and optimization

Optimization

  • Minimizing the use of different materials

  • Mesh baking static objects by sections to use occlusion culling

  • Creating LOD for grass and vegetation

  • Setting up different quality settings

  • Creating low poly mesh collision for complex objects ​

Lighting

  • Correcting or creating second UV set for lightmapping

  • Setting up lights and light probes in scene

  • Fine tuning lightmapping settings

  • Bake light

  • Setting up post-processing effects

OCCielo.gif

Occlusion Culling

Videos

© 2020 by DAVID DE LA PEÑA FRIGOLET. 

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