Wednesday, November 25, 2015

GameGlobe level design

I did a huge amount of levels of all sorts for GameGlobe, the build-share-play title I worked on for many years at IO Interactive and Hapti.co. Here are just a few example screen shots:

 This is a challenge where the player must recognize the pattern of invisible floors phasing in and out of visibility, in order to cross them safely. Trick is, once they are invisible, players will also fall through them, plunging to their death!
The level was used in the main campaign of the pirate treasure hunting adventure game.


This pinball inspired puzzle is quite different as the player must activate floor switches to turn temple elements in order to lead a permanent flow of point balls through the maze above and down to his/her own position.


 Here I did a classic murder mystery adventure, set in an old mansion, of course :-) Quite fun as I had to add character dialogue and set up their behaviour so that they did not attack you on sight - at this point we had no civilians to control in the game, so all characters were present to fight the player character on sight.

My take on a classic battle scene from a beloved sci-fi movie :-) Everything moved and worked as in the movie, but it was all built with pieces from the pirate adventure pack as we had no sci-fi elements at this point. I even added the Imperial Theme as a soundtrack (had to set up the music keys from scratch).
 This time I took the pirate village stuff and made it into a Rubrick Cube like puzzle where you had to turn all parts of the small world into place in order to complete the level (connect the world).
 This was a fun exercise :-) I took various Aztec Temple pieces and put them together and then added effects as well as controllers and triggers. The result: A boss level where you have to fight a huge temple monster!
 There are side-scrollers, top-down shooters, first person shooters... and now also bottom-up shooters :-) I inverted the controls and put the camera below the character who was running around fighting enemies on a frozen lake. Just for fun, I also added the occasional schools of fish that swam between the camera and the character above.


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