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Level Design

This is where all of my different game level designs are displayed; Showing Board Games, Level Breakdowns, Video Explanations, and Game Design Documents.

 

"I'm not much of a level designer personally but I made some simple 2D level design projects through the course I've taken."

"Starving to Death"

  • Battle Block Theater Editor​

  • Single or Two Player 2D platform

  • Project Completion: 1 Month (completed late before the end of the semetester

  • Level Design Difficulties - 3 Levels(checkpoints) in 1 Stage​

     My Work:

  • Set design

  • Enemy placement

  • Difficulty adjustments

  • Playtesting

  • Documentary 

Video Features:

Tool Editor Tutorial,  Introduction & Gameplay overview

Pre-production: Paper Map & Overview

_Level Project_ Starving to Death .pdf

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Postportem:

What went right:

  • Set design (click & drag)

  • constructed the design of the paper map

  • difficulty progression completed

  • added points and gem collections

What I learned:

  • ​Planning & improving production and paper map before creating a level 

  • Extra level design research and guides

  • Reaching the endpoint and conclusion on how it benefits better gameplay

What went wrong:

  • Didn't add multiple non-linear locations to reach end point of the level

  • Time management issues (worked on this with less hours and progress in work)​

  • Had difficulties completing the level due to hitboxes and enemy glitching through the walls

Minor Changes:

  • Enemy Ai placements

  • Collection replacements

  • adjusted trap cooldowns when active and placement 

"Labyrinth of the Ironfoot"

  • Dwarfs Adventure Tool Editor

  • Single Player (2D perspective platform game)

  • Project Completion: 1 1/2 Month 

  • Level Design Difficulties 4 level completion 

​

        My Work:

  • Paper map layout (tool editor)

  • Enemy placement

  • Difficulty adjustments

  • Playtesting

  • Documentary 

  • Collectible adjustments

Video Features:

Tool Editor Tutorial,  Introduction & Gameplay overview

Pre-production: Paper Map & Overview

Dwarf's Adventure.url_Level Design.pdf

The preproduction paper map was a little too big so I had to revise & minimize the map in the tool editor to make it have 3 ways to get to the end-point

In-Game Tool Editor Papermap Creation:

Containments in-game:

  • Chess Logo location: can input health potions, strength potions, armor and weapons

  • Trap Logo location: Falling boulders, spiked floors, toxic gas

  • Enemy Logo: High Elf, Spiders, Skeletons, Orcs, Bats, Guardians

  • Relics: Flute, Orb, Cube, Weapons, Armor give different types of positive stats 

  • Key & Door: Same colored doors and keys will unlock something beyond the corridor

  • Armor & Weapons: Different types of high quality weapons & armor provides protect and big damage against enemy's

After creating the in-game paper map, placing enemy's and rewards it generates the 3D model structures interiors and exteriors. Customizing and implementing the health, buffs weapon and armor drops, keys locations and relics in the game.

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Postportem:

What went right:

  • Simple Level Creations

  • Simple Map layout (Collectibles, armor, weapons, Different enemies, relics, keys and puzzles)​

  • Very interactive gameplay

What I learned:

  • ​Creating simple production and paper map  and makin it in-game

  • ​

What went wrong:​

  • Time management issues 

  • Difficulties balancing out the mechanic for the beginning, middle and end-points due to big enemy stat 1 shotting me when i have full high quality armor

Minor Changes:

  • Added multiple end-points to the game

  • Adjusted beginning stats

  • Fixed enemy placements

  • Fixed collectible placements 

Art & Programming

©2025 By Mykaela Anne Caleda Ali. 

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