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Rebel-X

Level Design Exercise

A piece of level content for the fictional game Rebel-x as an activity to try and make mission content for an existing game without being able to change any existing assets or systems

Overview and Planning

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The initial idea for this level was to split this up into three distinct sections which would each focus on a different area of gameplay. I wanted an area that would be a combat challenge, an area for exploration and an area for puzzles. Unfortunately due to time constraints the puzzle area did have to end up being more of a combat arena anyway. The idea was to allow the player to go to these sections in whatever order they wanted with a large open courtyard to serve as a repeating combat encounter between areas.

The visual style is inspired by ultra rich, wellness retreats, to represent that capitalists will  spend any amount of money to ignore the world's problems due to this game taking place in an apocalypse and this area is pristine and clean.

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Sequencing

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Sequencing

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Each main level sequence is activated with a button that the player presses and each one has custom code to activate the corresponding sequence in the level. I wanted to have a main repeating event that would get harder depending on how many buttons the player had pressed, so I had to communicate when a button was pressed and also how many had been pressed in order to customise the repeating event. Increasing the difficulty dynamically at runtime without having to funnel the player down a specific path.

Final Result

Overall I am happy with the work I did for this project, It was an interesting challenge to work within the confines of an engine I could not change and edit, trying to make a level that would work with a player controller I couldn't touch was an interesting challenge but also good practice for industry work where that would be the standard.

If there would be something I would change about this project, I would work harder to create a better variety of encounters and challenges that the player would have to overcome, I would also like to create more specialised custom assets that would better communicate the design of the level to any artists that would theoretically be working with this level in the future.

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