Morrigan is a level design created by myself, based on the SoulsBorne sub-genre of games.
I will show how I created the project from researching ideas, all the way to the finished level blockout.
Research & Ideas
First I researched the sub-genre, playing the titles Elden Ring & Bloodborne (both FromSoftware games). My focus was to understand how these games challenge the player and what keeps fans of the genre, addicted to this type of gameplay.
Here is a link to my research document:
https://docs.google.com/document/d/1JSVnPPpR7pTl-aQuo07aKxxt5Xlo7BmA/edit?usp=sharing&ouid=108725197056661752896&rtpof=true&sd=true
Game Design Document
Before crafting any type of level blockout, I focused on creating a 2 page GDD.
Once I was happy with my game pillars and design goals, I made sure I had good movement and combat mechanics.
I created a small level to showcase these and got feedback from playtesting.
I then iterated on any negative feedback to improve the feel of the player character and its surroundings.
Level Plan & Level Beats
After the technical designs were ready, I started to create a level plan to show the players journey.
I wanted the player to scale a castle on the side of a mountain, in the graph you can see a layout which shows the increase in altitude.
I then use the same plan to show different intensities of gameplay through the level.
The intensity plan can then be converted into a level beats chart.
Level Walkthrough
Please see the video for a brief level walkthrough talking about some of the elements in the level.
Blueprints
Please see the video for a brief talk about some of my technical blueprints in the project.