This thought came to mind while working on some of the level designs for Lone Wolf, and when conducting interviews for some level designers applicants.
“What’s the motivation when designing a level, what does a Level mean to you?”
A game level is an opportunity for me to put Players in continuously unique environments and situations and allow him to interact with the environment and its inhabitants in interesting ways.
When designing a level, I like to think of interesting situations and locations to put the Player in, that the Player would not be able to experience in real life. To let the Player do things that might seem impossible, to have hope when all seems lost, to be given the chance to learn before failing, to survive when seemingly about to die.
The easiest and best way (…also my favorite way…) to showcase that is in the locomotion aspect of Lone Wolf. (Yes, we are going to have quite abit of first person locomotion, or platforming) We have managed to create a pretty interesting locomotion system for which I am currently experimenting with alot in my current level.
Experimenting not with the game mechanics itself, but the possibilities of putting the Player in unique places and locations which the system allows me to do. I hope that will give the Player a unique locomotion experience when playing Lone Wolf.
Lone Wolf is a nimble character, and I hope to be able give the Players the experience in the level.