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Level Designer

The Veiled District

DESCRIPTION

After waking up unconscious on a bus, Kani recalls the police raid on her hometown, Dharavi, and attempts to escape armed guards to reunite with her family.

 

As she makes her way back, a series of unfolding events and environmental encounters gradually reveal what is truly happening and why Dharavi was targeted.

ROLES AND TASKS


During the Development Cycle of the project, I act as the Level Designer

 

  • Ideating and Documenting Level 

  • Gathering Refs & Sketching Layouts

  • Making LDDs

  • Blocking Out Level 

  • Iterting on Feedback

OVERVIEW

VeiledDistrict_TopDownDrawing.png
Act_01_StatueFall.png

1. Statue Fall

Act_01_Apartment.png

2. Climb to Apartment

Act_01_Reveal.png

3. Reveal

Act_02_WIP.png
Act_02_WIP.png
Act_02_WIP.png

WIP

WIP

WIP

BAIT AND SWITCH

 

The player starts on a unusually overcrowded street, walking straight down a alley which leads to the main road.

The collapse of a nearby statue abruptly blocks the intended path, subverting the player’s expectations and signaling that the environment itself is unstable.

ANOTHER WAY THROUGH

A nearby open window, and a movable box leads the player to take a unusual route through a empty apartment.

The absence of residents during peak hours reinforces tension and encourages the player to question the circumstances of the world.

REVEAL

Framed through the apartment’s open windows, the design provides a controlled reveal of the heavily fortified entrance to the Low Districts.

This moment sets up the next goal and shows the rising danger, pushing the player to sneak their way through the checkpoint.

PRODUCTION

DharaviRef.png

Gathering References

VeiledDistrict_Production_InitialRoughSketch.png
VeiledDistrict_Production_Pathways&Beats.png
VeiledDistrict_Production_BeatsDetailed.png
VeiledDistrict_Production_FinalLayout.png
PlaytestFeedback.png

Playtests

Throughout the Development of the game, I conducted multiple playtests with 30+ people

 

After the Playtests, the playtesters would answer a specific set of questions which I would note down, I would also write down some observations by watching them play the game.

 

I collated all of these into a big Feedback Document, noting down multiple possible solutions based on them, which would then be shared with the entire team for further discussion.

These Playtests Collated to Multiple additions to the game such as

Knockback Indicator

QuickShots

Dynamic Camera

My Role And Responsibilities as Scrummaster

I took over the role of Scrum Master from Week 3 to Week 8 of production.

During this period, I ran the Daily Standups, Sprint Reviews, and Retrospectives, and I was responsible for managing the KanbanFlow board.

I also met with each discipline to help streamline their workflow for the sprint, track progress with burndown charts, and ensure the team stayed aligned and on schedule.

Reflection 

Overall, I'm very happy with how the project progressed. I started this as a side project during my usual classes to improve upon my level design skills. Mainly in creating more Detailed Blockout and Environmental Storytelling, while trying to mimick a proper Industry Workflow. This is still a WIP project and ill update the project as it progresses.

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