Moon Moon
Genre
Platformer
Development Role
Level Designer
Development Time
5 Weeks
Team Size
10
Tool Size
Unreal Engine 5, Perforce, Krita
Game Concept
Get to the goal at the end of the level by jumping and inverting gravity
My Contributions
Level Design
All my contributions were on level 4 and 5. They were:
Drew the level sketches
Implemented the level block-out
Tested and iterated on levels
Design Pillars
Gravity Changing
Responsive Movement
Speed Running
My Level Design Principles
for this Game
Setting the objective early in the level
The player is shown the objective in the first moment of playing the levels.
Blocking excess of information
To avoid overwhelming the player I blocked some of the details and challenges the player didn’t need to see at different moments of play.
Guiding the player
I used the level geometry, obstacle placement, objects of contrasting colors and blocking of information to guide the player.
Rewarding the observant player
The levels have hidden alternative paths to the goal that are shorter than the explicit path.
The observant player is rewarded by gaining access to these.
The level is a puzzle box
More than just a set of skill challenges, the level offers the player a puzzle to solve. The more the player understands how sections are connected the better they are at traversing the level.
Reminding the player of the goal.
As the player progresses through the level they are reminded of the goal and its position.
Level Design Sketches of
the 4th Level
The objective with this level is to introduce the spikes to the player.
To achieve this, the player starts in a room surrounded by spikes. These spikes shine red to communicate danger and to contrast with everything else. To get out of the room the player just needs to invert gravity to a completely and spacious ceiling at height 5. By walking in the ceiling the player can reach the floor at height 3 and continue with the rest. From this point onwards the player encounters spikes periodically.
Memorable Vistas
When designing the levels I procured creating interesting vistas for the player to see.
I belive in rewarding the player with memorable views just alongside “a-ha!” moments to create engaging experiences.