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Choppa: Rescue Rivals Level Design Pipeline

This post goes over the level design pipeline I used during the development of Chopps: Rescue Rivals.

During development we maintained a level design document with all the levels planned out. This included what mechanics were unique to each level and how we wanted players to progress.

During development we maintained a level design document with all the levels planned out. This included what mechanics were unique to each level and how we wanted players to progress.

Based on the document i would make a sketch of the level design. Admittedly, these are not super clearly labeled since I was the only one who would see them. I used symbols to represent certain hazards and obstacles.

Based on the document i would make a sketch of the level design. Admittedly, these are not super clearly labeled since I was the only one who would see them. I used symbols to represent certain hazards and obstacles.

I would then build a very rough prototype of the level using our in-engine tools. At this point we will do a little in-house playtesting to make sure it works they way we want.

I would then build a very rough prototype of the level using our in-engine tools. At this point we will do a little in-house playtesting to make sure it works they way we want.

Lastly I would finalize the design and add visuals. We would continue to test thoroughly and some areas would need major reworks.

Lastly I would finalize the design and add visuals. We would continue to test thoroughly and some areas would need major reworks.