The Pipeline

Well, first of all – it’s been a couple of weeks since I last posted. Sorry about that. I’ve been working on assignments for uni and it all got a bit too busy to manage to squeeze any sort of decent blog post.

So to make up for that, I’m finally going to go over the level design pipeline that we are using for the new development phase of Level Squared.


We’re in the early stages of developing new levels at the moment, and our primary aim is to build our prototype up into a full length game.

The prototype that we have is a very simple introduction to our mechanics, introducing them one after another, then finally presenting one large level at the end where you get to use everything together.

So what we are aiming to do is to spread out those mechanic introductions a little and make sure that players are completely comfortable with each of them before introducing a new mechanic. Then after a couple of levels of the new mechanic, we will have a level that combines it with an earlier mechanic or two (depending on how many there have been obviously), then finally, we close out that phase with what I’m calling a ‘challenge level’ – basically a larger level that requires the player to pass a few more difficult challenges using the abilities that they have at that point.

Some of the games that I’m drawing on for level building inspiration are:

  • The Donkey Kong Country series, which are real good at iterating on a mechanic and doing interesting things with their levels.
  • Portal and Portal 2, which again, are great at introducing a mechanic and getting the player comfortable with it before making them stretch to carry on.
  • and LIMBO, particularly the secret dark level, which does a fantastic job of getting the player to learn the patterns of the hazards to the point that they can be avoided by sound alone.

Now, I’m not going to claim that there aren’t better games out there. These are ones that I have played a lot though, and that I feel are a good fit for the sort of challenge we are aiming for for Level Squared.

So let’s start with the first set of levels. These levels aim to introduce the player to basic movement and jumping, as well as how death works.

To start off, I’ve drawn up a table of the concepts and design guidelines for each level:

This is obviously pretty basic stuff, and is just intended as a jumping off point.

As you can see, I’m starting off with the existing version of Level 1 that existed within the prototype (no need to duplicate already completed work!).

Level 1.2 I’ve made as a vertical version of Level 1. Basically the same idea, just getting the player to climb up instead of progressing to the right.

Here’s the early build in Unity:

This is still pretty bare bones at this stage. It’s mainly a matter of getting the level parts into the correct positions. This step involves a lot of placing blocks within the level, going in to play through, then moving blocks by small amounts to fix all the errors that I made on the previous pass.

Important things that need to be right at this stage include:

  • The player needs to be able to make all jumps with a single jump. They will not have access to a double jump at this stage.
  • Jumps need to be challenging enough to interest the player, but not so difficult that an unskilled player cannot make them. This level is an introduction, we need to keep in mind that players are still learning the game at this point.
  • The level should start easy, but get more challenging as the player progresses. You can see this as the platforms that the player will be aiming for get smaller and smaller as they climb higher.
  • There isn’t really any loss condition at this point. We haven’t introduced death or anything deadly. So even if the player does fail to make a jump and falls a great height – they learn that this won’t kill them.

Then, once I’ve built the level to the point that I am happy with, I send it across to our artist Mark. Mark then paints over the basic design that I have created and makes it look all nice.

Like this:

Something we have already identified as a problem is that this art style doesn’t present well on single lines of blocks. It relies on having a gap between blocks to apply the bright white internal areas. And there are a few places within the drafted levels that I have used single blocks, or lines of single blocks, to make more challenging jumps. So we will likely have to look into that in the coming weeks.

And finally, Mark passes the newly arted level across to Dane in our programming team, who does a pass over the level to fix all of the programm-y bits that I broke or failed to set up properly when I was putting the level together.

And then … we’ll be ready to start doing some play testing. At which point, we’ll probably have to start all over again.

One thing that I’m worried about with these new levels and the new overall game progression plan, is that it’s going to potentially be a long time before the player gets access to projection – and that’s kind of the main point of our game.

But we’re not going to know if the play length is right until we have enough built that we can get this in front of people to see what they think.

Our plan is to do a repeat of last year. We built the entire first version of Level Squared of the semester break of uni. And we’re aiming to get a big chunk of this version done over the same period of time.


So we’ll see how we go with all of that. It’s a fair chunk of work laying ahead of us, but we’ve been pretty slow to get back into action this year, so I’m hoping that this push is what we need to get Level Squared built out into the full game that we believe it can be.

Also, this has somehow evolved into a 1000+ word blog post, so hopefully that goes some way towards making up for no post for the last two weeks!

Translating the Old into the New

Ok, so first of all, I know I said I was going to do a ‘Level Design 101’ type thing last week, but i’m not going to do that now.

But that is still coming!

However, in the last week, a new task came up, so I was working on that instead.

I’ve spoken about how our programmers have been reworking all of our code base to make it neater and cleaner and run better, well that’s basically done now. Or at least, it’s at the point where we need some sort of game to play to see how it is working and what is needed to fix it up.

And to do that, we need some levels. Of course, we have a whole bunch of levels that we’ve built and tested and refined that made up the demo that we completed last year. But due to all of the changes that have been made, those levels won’t work within the new code base, so we need to think about how we’re going to translate them into the new setup.

And that’s what I’ve been doing.

There were a couple of potential ways to do this. Unity has the ability to package up a bunch of assets into a pack and export/import them into a game project. I tried this first and ended up with what you see here:

Now you might not be able to tell, but there are a couple of things missing from that picture. This is what it previously looked like…

So that option appears to be off the table. Or at least, to be so much additional work to be not worth it.

Second option was: rebuild the whole level from scratch. This sounds like a pain in the arse, but it isn’t quite that bad. I already had a blueprint of exactly how the level would work, and all I had to do was replicate it. In fact, I managed to get most of the architecture done in about an hour.

Here’s a quick look at the build process:

Baring in mind this is our simplest level. So others take a bit longer, but this was still less time than I had feared it would take.

And after I was done, one of the other team members took over and replaced those level pieces with our new tile mapping. This builds the level out of a single piece, rather than dropping blocks into place as we have been doing. Once they were done it looked like this:

And now it’s in a position to test out all our new code. We’ll still need a couple more levels so that we can test everything, as there are a lot of interactions that aren’t in this level, and we also want to try out our level transitions and persistent game elements that should last between levels. Clearly there’s still a bit of work to do making the levels look pretty and fitting in all the special effects, but we’re at least at the point where we can test the game play again.

If all goes according to plan (stop laughing) we should have a rebuild of our original demo in the next couple of weeks. And from there we can start building in new levels and restart testing everything!

Finding the Groove

So you might have seen this week, but I decided to have a crack at some level designing prototyping earlier this week. And hooooo boy am I a bit rusty! Turns out you kinda need to keep working at this kind of thing to stay in practice. And I have 100% not been staying in practice.

To be honest, it’s probably been a good seven or eight months since I last did any proper, in-engine game design. So it’s been a bit of a slow road back to getting anywhere near anything pretty.

For anyone who missed it (follow me on Twitter! @kipslife) here’s the screenshot I posted:

Turns out it’s pretty handy that our primary aesthetic is based around squares, cos my standard design seems to be pretty boxy anyway…

I tend to start with a simple set of rooms and work out how the player will move from one to the next. In this case, the player needs to stand on the yellow button in the centre of the screen. The passive projector at the bottom of the screen (the blue box) will then project them up and into the second room at the top of the screen. From that point the player can choose to go left or right to proceed.

Eventually they will have to cover both sides, but I’m trying to set it up so that it doesn’t matter which they choose to do first.

This is still quite bare bones at the moment, so I’ll try to finish it up over the next week and do a bit more of a deep dive into the design and build process next week (or over the next couple of weeks).


In other news, I’ve been working away at uni stuff as well over the past few weeks, and now I’m gonna give you the chance to see the last essay I did! (Try to keep the cheering to a dull roar please).

I had an assignment to do a self-reflection, examining a video game and my relationship to that game, using some psycho-dynamic theories. And the essay was to be presented as a video essay.

This assignment was a bunch of fun to do (which makes it a change from a standard essay) and I was pushed to really probe into how I felt about the game I examined and why.

I chose to examine Night in the Woods, a game I played earlier this year and really enjoyed.

This was quite a bit of work, so I doubt I’m going to be pumping these out (I have plenty on my plate already thanks) but if people like it I might have a go at doing a couple more of these at some point.

Anyway, that’s all from me, check out the video below to see why I liked Night in the Woods…