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ATEC Capstone Spring 202

LEVELS


There are common pair of themes I wanted to communicate in my level design: player choice and exploration. Therefore, instead of the linear pathways that many platformers design, I wanted my levels to have different paths with differing goals set to them. For example, in the papermap shown to the right, there are two main paths: one geared for exploration and platforming, and the other for combat encounters. Both paths had a connecting path in the center, and both paths led to a boss room at the end of the level. This level design communicates both design philosophies I mentioned earlier, in order to make more engaging and more immersive levels, and in turn, more fun.








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