Level Design Duncan & The Wisp


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Each level was designed in about 14-days which were intended to quickly prototype different gameplay scenarios in order to test how the games mechanics held up in multiple situations. This rigorous level design and testing allowed the Duncan & The Wisp team to see clearly what mechanics were resulting in fun or interesting choices and which were falling short in delivering a meaningful or interesting gameplay experience. Below is a breakdown of the two levels I created and had complete ownership over throughout the development of Duncan & The Wisp.


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BOSS LEVEL (cut from final game)Testing how the game’s mechanics held up in tense situations like a Boss fight was also something I personally wanted to test our design against. Unfortunately, the level had to be cut and is not in the game’s final r…

BOSS LEVEL (cut from final game)

Testing how the game’s mechanics held up in tense situations like a Boss fight was also something I personally wanted to test our design against. Unfortunately, the level had to be cut and is not in the game’s final release.

TUTORIAL LEVELThis tutorial level experimented with introducing a new character, story elements and narration; as well as an exciting scenario to keep the Player immersed while learning how to play the game.

TUTORIAL LEVEL

This tutorial level experimented with introducing a new character, story elements and narration; as well as an exciting scenario to keep the Player immersed while learning how to play the game.


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