- Shrunken Boxy -
Duration:
4 months
Team Size:
1 (solo)

Grey Box
Adventure
Platformer
Unity
Project Description:
A 10-minute experience of a greyboxed level, created using a physics platformer kit called "Boxy Adventure" and designed with a detailed LDD (Level Design Document).
My Role:
This project required me to plan and create a level in Unity using the given platformer kit. Throughout the semester, I was tasked with utilizing level design principles and a structured process to refine the player's progression and experience.
Process & Purpose
The process taken to design and create this level involved multiple steps to ensure a balanced sense of progression regarding the levels of difficulty and ability to teach mechanics, all designed in a certain context of setting and story. To achieve this, the process had four major components that brought the level from an idea to an intentional experience with each step having its own purpose which is explained below. I found this process to be both effective in designing for the player and keeping an organized system to work in.
Plan
Greybox
Playtest
Iterate
These steps are not limited to a chronological order as I constantly updated aspects of the project and its documentation. This allowed for a guided approach to the process while still being flexible based on new insights and changes within the project.
From Plan to Greybox
Plan
To begin this project, I started by planning out what the setting was for this level. From this, I was able to ideate the structure of the level to determine where I would scale the level progression and where I would teach the player mechanics. Once I had a rough layout, I could start taking into account aspects such as verticality, sightlines, player metrics, gameplay beats, and other principles that would allow for a consistent experience that would naturally let the player understand what to do. With many things to consider, this step was continuously relevant.


Grey Boxed Sections of Bookshelf & Sink Sections

Bubble diagram
Spacing & setting
Greybox
Grey boxing was the next step in getting a clearer view of the level's presentation. By being able to physically see the player, mechanics, and structures, I was able to test what a player would do and what they could explore. This helped to better define metrics, ensure the level is functional, and get a general sense of if my design intentions are are effective as I expected.
Additionally, despite the lack of art during this stage of the project, I could now visualize if the setting was proportional to the setting and compelling to the player. By refining this step, I can now gain insights from playtesting with people who have an unbiased view on the level.
Teaching Methodology
Teach
Test
Challenge
This methodology was beneficial when it came to implementing mechanics and their progression of difficulty as this structure:
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Teaches the player a new mechanic in a safe environment and encourages the natural action
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Tests the player in a relatively safe environment, though allowing for more thoughtful attempts
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Challenges the player by attempting the now-learned mechanic with a challenging consequence
Example #1:



Teach
Test
Challenge
Jump This example shows the beginning of the level where the player is safe from danger and can only jump to continue the level. Then, they are tested with the chance to safely fail and try again. Finally, the player is challenged with jumping over hazards, with the chance of taking damage.
Example #2:



Enemy: This example shows the first enemy that is encountered in an enclosed area giving the player space to see/avoid it. Then, the player is tested against two enemies, still with the space to avoid them. Finally, the end of the level has a large enemy that the player is challenged to get past
Teach
Test
Challenge
Personal Takeaways
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Gained experience with an effective way of planning and implementing a complete and structured level​
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Reinforced my understanding and ability to gain insights through playtesting sessions
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Allowed me to gain experience with implementing the various level design principles and seeing the effects they have.



