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Desert Level Design

Some of my level design ideology for the Desert levels in Choppa: Rescue Rivals.

The main mechanic of this chapter is the drill tool. Players begin in this area to learn that the drill can drill through cracked terrain. There are also some coins to tell players that there is a path through the rocks.

The main mechanic of this chapter is the drill tool. Players begin in this area to learn that the drill can drill through cracked terrain. There are also some coins to tell players that there is a path through the rocks.

There are also loose rocks that can fall on the player. Players must steer clear while also clearing a path.

There are also loose rocks that can fall on the player. Players must steer clear while also clearing a path.

Players first learn about the sand traversal in the first level. Here is a spacious area with lots of coins to collect to test out this new maneuvering.

Players first learn about the sand traversal in the first level. Here is a spacious area with lots of coins to collect to test out this new maneuvering.

This level has a sandstorm mechanic. Using healthy and dead plants, as well as dark cliffs, I illustrated where the safe areas are.

This level has a sandstorm mechanic. Using healthy and dead plants, as well as dark cliffs, I illustrated where the safe areas are.

Players can use the drill to bypass the storm in some areas.

Players can use the drill to bypass the storm in some areas.

Later levels introduce hazards into the sand traversal areas.

Later levels introduce hazards into the sand traversal areas.

Tighter sand traversal pathways test the players ability to precisely control the chopper.

Tighter sand traversal pathways test the players ability to precisely control the chopper.