Aaron Moseley's profile

Level design reflective blog

Aaron Moseley level design reflective blog
After finishing my level, I have come to realise it is rather lacklustre in areas. At one point in development I had an un fortunate setback where my hard drive corrupted and I had lost a lot of progress in my level. I had forgotten to backup my work before this point and this was just around the Easter break. This ended up discouraging me and lagging me behind on the level block out. As such I did not give myself enough time to let my level be play tested, as I was embarrassed at how little there was. This ended up becoming a problem as I found too late that the enemy AI is a bit too perceptive and although I had placed plenty of boxes to sneak around, the AI could usually see through the little cracks. Another problem was the amount of bugs in my game, such as pushables, notes and keys not working for some reason I could never find even with assistance, meaning I could not use any of these mechanics. However, I do know that although the execution was flawed there were some good ideas of mine. I believe my use of scripted events, an intro cutscene and voice lines worked well in creating a simple narrative. There were some worldbuilding elements such as the ruined building with one guard in it, looking like a ruined building where homeless would reside. Furthermore, the broken wall in the 2nd floor that according to voicelines, was blown up by one of the guards. The lighting was also pulled off pretty well, with the outside are being dark and the interior of the warehouse and office floor being well lit,. With there also being orange fiery glows around bins and the blown up wall, indicating it was a recent event. Ultimately however, it is clear that the level lacks a lot of polish, I let my demotivation from my setback as well as my procrastination get the better of me. I could have pulled off these ideas much better and should have ultimately focused on a good game experience rather than a poor one strung together with some slight narrative. The game didn't even end up packaging correctly. Seemingly as a result of a corrupt file according to the log. If nothing else this has proved a valuable lesson in always having regular backups. I did end up keeping a backup on Github after the initial loss of work. Despite my discomfort in using Github, it is better than losing my progress again. In the end my level demonstrates wasted potential, there is room for a good stealth experience but the level is left feeling empty. I am glad I decided to give a stealth level a try however, designing certain areas and having the player eavesdrop for info was fun to implement.
Level design reflective blog
Published:

Level design reflective blog

Published:

Creative Fields