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DIOGO GUERREIRO

GAME DESIGNER

FLOATING VILLAGE

Platform: PC
Engine: Unreal Engine 5
Team Size: 1
Role: Level Designer

Overview

Floating Village was designed during the CGMA Level Design for Games course, where each week I would create a playable blockout in a different genre or theme that would have to adhere to certain broad guidelines. For the week where this level was created, the goal was to create a level that focused on platforming.

Narrative Context

Play as the mailman of a small village who has to make a couple deliveries before going to have fun on the county fair.

Platforming rhythm, flow and variety

When designing this level, I focused heavily on making sure the different platforming sections not only felt comfortable to play but also that they felt varied and offered the player different challenges. For making sure the level felt comfortable to play, I aimed to give the player enough space to build up to a jump, as well as enough space to land, and focused on the "rhythm" of the platforming sections, making sure the level flowed nicely from start to finish. 

Platforming section making use of the Flying mechanic for a longer period of time

Platforming section making use of the Flying mechanic for short periods followed by jumping to keep the movement fluid and dynamic

A harder platforming section requiring the Player to use the Jump mechanic with precision.

Using the wind to guide and lift the player up

The character blueprint used for this level did not have a way of gaining altitude when flying, so to make it so the player could move up throughout the level I decided to use colliders that essentially function like ramps. To provide visual context to those ramps in the game world, I added wind effects that would make it look as if the player was being lifted by strong winds. On top of that, the wind effect could also help guide the player and showing them where to go next.

Introducing the wind mechanic to the Player in the starting section of the Level

Testing the Player on what they have learned earlier (using the wind to gain altitude)

Using the wind mechanic to travel across the Level

Using the wind mechanic to reach the final area

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