Level Dev Blog #17
This past week, the biggest thing I worked on aside from finishing my level was reworking my portfolio and creating a web page for my level.
Before that, I made a final push to complete the horde encounter that serves as the climax of my level. Getting the enemy AI to behave the way I wanted was a challenge. It was mostly about staging the encounter to work visually rather than having fully functional AI. Since the enemies were aggressive and difficult to fight, and I didn’t have a proper checkpoint system in place, I ended up setting their damage to 0. This way, playtesters could get through the level with the right amount of friction without constantly dying.
For the portfolio, I focused on production value while keeping the styling consistent with both TLOU2 and my own portfolio’s style guide. I took inspiration from TLOU2's Seattle map and designed my level’s top-down map to resemble a physical tourist map of San Francisco, then placed it on a mock-up of a creased piece of paper. I also included a gallery showing different stages of the blockout and added an interactive before-and-after slider to highlight the blockout’s progression.




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