CGMA Level Design for Games
This page demonstrates a collection of the weekly and bi-weelky projects I had made for the CGMA Level Design course in 2024 taught by Shane Canning (Lead Level Designer at UNSEEN Tokyo.)
Asian City Streets
Goals
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Blocking out a simple level to move around comfortably with the third-person ALS character.
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Stick with the theme of Asian City and include a store that stands out in the level as well as an intersection of at least two streets.
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Use metrics consistently and get the right scale.
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Add creative level bounds to block the player in.
Jungle Temple
Goals
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Build a semi-linear level.
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Think about environmental storytelling.
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Mix linear spaces with open spaces.
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Include at least one interior and one exterior space.
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Try and identify a main path (golden path) for the level.
Stylized Floating City
Goals
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Utilize mechanics to encourage exploration
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Create a unique stylized environment with a lot of verticality.
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Create a sense of scale for the world
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Include platforming sections
Planetary Base
Goals
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Build an open world level with distinct areas that can be connected (at least five different districts.)
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Create a believable space that allows players to explore interiors and exteriors.
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Implement environmental storytelling elements
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Include at least one interior and one exterior space.
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Focus on sightlines from each area to another.