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​On I See You, I was the Level designer. My duties included:​

  • Holding the vision and creating the theme for the arena.

  • Creating and iterating level layouts.

  • Designing and scripting interactable objects in the level.

  • Balancing the placement of player and power-up spawns.

  • There are more!

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Genre:             First-Person Action, PvP

Team Size:    6

Platform:       PC

- Arena Overview

Initial Level Design

Early in development, the initial gameplay scenario is simple, with players being able to freely navigate the arena and try to find the other player first. I wanted to give players the freedom to choose their own playstyle, so I designed environments featuring different advantages, such as high grounds, pits, and a central maze.

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-- High ground for better scouting  

-- The initial level layout

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-- Pit provides hiding spots and tunnels

-- The maze leads close-range encounters 

Adjusting the Layout to Meet Expectations

During the first internal playtest, the time to the first encounter was longer than expected, and players struggled to grasp what was happening. To address this, I shrank the arena and reduced the number of paths to create choke points, which funneled players into specific areas. This provided more predictable encounters and gave players clearer information to support their strategic decisions.

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--  Large, open layout   

--  Numerous paths may overwhelm players   

-- Limited information on opponent positions

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--  Shrank the arena by removing open areas and narrowing paths

--  Players cannot leave this area without passing through the two choke points, enabling control over access

Leveraging Environment Cues for Opponent Tracking

I wanted the arena to offer clues for tracking opponents, so I placed spotlight objects at key choke points. These spotlights briefly light up when a player passes by, giving a visual cue to indicate recent movement and helping players deduce opponent locations.

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-- Spotlight placed at the choke point in-game  

-- Activating spotlight during gameplay

Designing a Beginner-Friendly Arena

One of my goals was to make the arena easy for new players to navigate. I observed that many beginners naturally tended to choose paths leading to higher elevations, so I used this tendency to guide them towards the centre of the arena. From there, players can easily orient themselves, with the centre acting as a pivot point. To further enhance map recognition, I added a obvious crane visible from all areas, along with distinct landmarks in each section.

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-- High-elevation paths are always connected to the centre   

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-- A tall crane was placed in the centre   

-- Crane's L-shape served as a directional sign, enhancing spatial awareness

Adapting Level Design for 'Dash' Mechanics

With the introduction of the new 'dash' power-up, I integrated shortcuts, turning previously platforming areas into accessible strategic options that require players to use the 'dash' ability, adding depth and excitement to the gameplay..

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-- Previously, a reachable path   

-- Now inaccessible without the dash ability   

Polishing for a Consistent Experience

During later development, I enhanced the competitive experience by refining player and power-up spawns, regulating power-up quantities, and optimising obstacle placement. These adjustments ensured a balanced gameplay experience, preventing immediate encounters and promoting strategic play.

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