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Scraps Level Design

Scraps is a full sail university assignment that tested students to create mechanics from scratch and design a level that included a custom asset of their making.

My level 'sewer to the scrapyard' takes the player from outside of a junkyard that they aren't able to get into, without traveling through a labyrinth in the sewer underground. While in the sewer, the player encounters gas canisters that are emitting toxic fumes that hurt the player if they are within range. The player will also have to maneuver through many jumping and dodging obstacles to make their way to the elevator at the end of the sewer. 

 

The elevator raises the player into the junkyard where they notice a crane that is currently inoperable. They must collect resources to fix the crane to escape. During their scavenger hunt, the player will encounter more leaking gas canisters as well as need to solve pressure plate puzzles to operate special lifts to reach new areas of the level. Once the crane is repaired, a nearby fence will be destroyed and the player will be able to reach the next level.

This level design featured great IPM (Introduce, Practice, Master) mechanic challenges and even garnered the course director's award for level design.

gas.gif

gas Canisters!

The problem: Originally my plan was to have the gas canisters expel fumes in a radial fashion. In the time frame that I had for the project, I couldn't quite figure out how to achieve the desired effect.

My solution: Instead of the radial fumes, I designed the gas canisters to release fumes as they rotate around the container. This approach still provided the amount of challenge that I was wanting to apply to the player, as well as get as close as possible to my original desired effect.

elevator.gif

Elevators!

The problem: Before this project, our instructors only taught animations for about two weeks. When our team needed to combine levels into one main scene, my elevator locations would be in different locations each time a team member would move level positions.

My solution: I opened up a dialogue with the team and addressed my situation. They understood that the issue needed correcting to allow the player the ability to reach all levels in the scene. After discussion, all level locations were placed without any further movement to allow me to get the elevator positions set in the correct location.

crane.gif

Crane!

The problem: I wanted the crane in my level to be meaningful to the player and really give them the wow factor. At the start of the level, it was already a focal point to attract the player to the junkyard. 

My solution: I decided that I wanted the player to collect some missing parts to 'fix' the crane and when they interact with it a final time, the crane breaks down the fence of the junkyard and allows them access to the next level. Doing this tested more of my animation skills for not only the crane but the fence that was being destroyed. After some time with the fence, I achieved the desired feel for how a crane would actually destroy a fence. 

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