Forestfall
Forestfall is a cancelled project that was in production during my time at Ringtail Games. It's a more fleshed out version of the already releases android game "Forestfall".
The vision was to build upon the already existing game. The game would be an isometric settlement builder where the player ventures out on excursions to gather resources, meet new NPCs and progress quests.
I was responsible as the main level designer and had some responsibilities as a game designer as well.
My main areas of work included:
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Setting up a level design pipeline
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Level design
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Narrative
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Game design(System design)
Setting up a design standard
It was important to create a standard for how level pieces were created. All the pieces had to align perfectly. Different workflows were tested, the fasted and most accurate one was chosen. This ended up being a system where I would, in the initial phase, create a level more free-handed. I would then divide the level into smaller sections and turn those sections into re-usable prefabs.
These prefabs would be verified before their implementation for future levels.
While creating new level prefabs, a standard had to be in place. The most important aspect was that the prefabs that connect to other prefabs match. Therefore, metrics were established as well as a way to test whenever or not the prefabs followed the set standard.
Video showcasing the systems' functionality during early testing. Here it can be seen how, as long prefabs metrics are shared and the connection points match, prefabs can be exchanged as needed. I also set up metrics for standard/basic prefabs. The two smaller prefabs are the same size as one large one, meaning, you can exchange them for bigger prefab, it should still match as long as verticality and entrance/exit match.
Level Design
Tutorial Expedition
This level was meant to be a tutorial and onboarding test. The first narrative beats are experiences and an introduction to basic puzzles and combat would be present.
The player would solve a simple puzzle by pushing an object to a gap. They would also learn how to use tools and how to climb.
The level design would encourage the player to be more observant and find hidden areas, and use the isometric perspective to strengthen the level design and storytelling.
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Pre-production
Before working on the level design pipeline and level creation, I broke down the level design of one of our major level design inspirations, Death's Door. It was important to understand how Death's Door was built and what we could learn from it, as well as what we couldn't do and why.
One of the major differences was the scale and complexity of Death's Door was not achievable for a smaller team. Therefore, I had to come up with a way to follow our inspiration without overscoping the design.
Verticality Analysis
Most of the time Death’s Door has 3 different types of verticality present. Higher ground, standard height, and low ground. The functions of these vary but can usually be divided into; foreshadow plane, set dressing, main active play area.
Paths
The main path is very clear, being aligned with the bridge creates a funnel into the next area. Cobblestone also signals to the player that it’s a walkable path, which creates a clear affordance. The angle of the water canal suggests a path that goes upward.
The alt-path creates a square like path that the player can use to circumvent the main path in case they want to avoid combat.
Environmental Gatekeeping and Unlock Conditions
A simple yet fun puzzle to collect the seed on top of the cabinets. To pass this room, there’s an enemy condition that needs to be fulfilled.
Soft Gate Keeping
Here’s a good example of using a player mechanic to unlock a key that can be used to unlock a new path. While bow and arrow is a combat ability, it’s frequently used to solve environmental puzzles.
Secrets and Rewards
This room hides a secret, in the floor reflection two vases and a door can be seen. If the two vases are destroyed, the door shown in the reflection will open. To destroy the second vase, the player has to climb the ladder to reach it. The player then has to walk into the wall to find the room behind the door.