LEVEL. NARRATIVE. DESIGN
In Summit, you play as an adventurer who crashes into a tower.
Summit is an adventure game that takes inspiration from old classic games like Spyro and Mario 64.
When creating Summit we wanted to make an interesting adventure game with emergent gameplay as a focus.
Genre
Puzzle - Platformer
Platform
PC
Tools
Unreal Engine 4, Perforce
Production Time
4 Weeks
Team size
12 students
3 Game Designers
3 Programers
3 3D Artists
3 2D Artists
Role
Level designer - Product owner - gameplay designer
Contribution
Game vision & main features design,
level design.
Made in Unreal Engine 4
Used Perforce
worked with Unreal Engine 4 blueprints
The design and layout of a vertical game with an Emergent ability that allowed the player to build platforms on any surface.
When we created Summit as a game we wanted to work with something new in the terms of level design to challenge our self’s, so we came up with the idea of creating a vertical game that takes place in a tower that the player have to climb up using problem solving thinking combined with the abilities we created for the game.
The red circles show where we used light and natural holes to guide the player towards the exits of the level we used theses as breadcrumbs to the player while also using the light to draw the players eyes towards these parts.
The blue lines show examples of the paths that we created to show the player the path forward with the help of linear shapes as a visual language that pointed towards a solution to a puzzle or the path to a new area.
The yellow circles show the sun decal that we used at all exits and paths leading the player from the beginning until the end of the game as a consistent landmark that the player could rely on to show them the way if they ever got confused or lost.
When I worked on the level design I spent most of my time working on the 2nd level of the game that focused on big open rooms and areas to inspire emergent and creative gameplay by allowing the player to climb or build their own platforms however they could imagine.
On the main floor of level 2, the player gets introduced to a large open space where I use visual shapes like props like planks and decals on the floor to point towards the path leading to the next part of the level.
I left the possibility to skip this part entirely by having movable boxes in the less inviting part of the level full of debris and clutter that looks less inviting to the player.
Here is a good example of how I hid the upper part of the same level and its breadcrumbs the red suns from the player by having the exit straight above the entrance of the first part of the level and having platforms that hide the exit to the 2nd part of the same level.
The levels of Summit were built as a two-part puzzle, one being at the bottom of the level and the second part being at the top part of the same level.
For the level design, we had to make sure that the bottom part of the levels looked more interesting than the top part of the same level to lead the player on the right path.
On the outside part of level 2, I used a more straight forward path and visual language to guide the player towards the next part while still changing it up a bit by having a small puzzle that the player had to finish before they could continue.
I made sure the player couldn't finish this part with only any of their abilities, I made sure of this because if a box fell off the tower the player would not be able to finish the game.
I use familiar props to give the player visual hints of the path they had to take and that they could be used to continue on.
I also added one of the same familiar blue boxes in a place where they can see it but not interact with it from where they are standing to peak their interest.
The Blue boxes are the props the player can interact with and move around by attaching them to any surfface.
I wanted to reward the player who was encouraged to explore by adding in health pick-ups scattered in the game, the first once we're out in the open easy to spot to indicate to the player that there were things to collect. Throughout the game the player could find more and more health pick-ups that were harder to find.
We wanted to make something that could be used in many different ways so having boxes that could be lifted, pulled and moved around to create platforms, bridges or even elevators was a good direct approach to making this work especialy with the vertical levels in the game.