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Prototype Levels

Some Pestilence's iterations on level design

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This are some prototype situations in level design. All of them were then used for the final form of the levels. 

Metrics

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Before creating the situations, I had to first create modules that felted right to build levels. I had to do a lot of iterations with some of them (like the covers and the door) and a lot of research comparing the metrics of other games

Stairs.jpg
Stairs (1).jpg
Doors.jpg
Cover.jpg
Vault.jpg

Isolated situations

Situation B

In this other, an enemy is guarding a door in a prohibited zone, so the only way of passing through will be sneaking into the side room and possesing the NPC that is allowed there. There's a guard patrolling near him, and a window near the door, sugesting to the player the use of the pulse ability to control the enemy path.

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Situation implemented in the 'Theatre level' of the final game.

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Situation D

In this other, there are a few paths to reach the exit point. A balcony (using the throwable teleport), the locked door and the guarded entrance. Each of them has different ways of surpassing and they can be combined.

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This situation was not implemented in the game, but it served as inspiration for the Theatre.

Situation A

In this situation, 2 guards are patrolling the area. The player's goal is to reach the door at the end.

There's a scaffold, some boxes and a hide spot, so the player can choose a few paths and movements within the situation.

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Situation implemented in the 'Warehouse level' of the final game.

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Situation C

In this one, the target is reaching a 'judge' and kill him. There are 2 guards patrolling the area and the player must avoid them using the covers or throwing a teleport. There are some structures covering more vertical space to encourage the use of the 'pulse' (see through walls).

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Situation implemented in the 'tutorial level' of the final game.

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