Layout and Whitebox of End Portion


Post 1: Layout and Whiteboxing

The portion of the level that I worked on designing was the end/exit area. Since the level is a circular design, that means the player can theoretically go anywhere within the level at any time. I didn't want the player to have the ability to just leave without playing the game or experiencing the narrative, so in order to prevent that from happening, I decided to place a ravine with the only way of crossing was a bridge that lead into the camp. However, this bridge isn't accessible from the start of the level, the player must fix the bridge in order to cross the ravine. Other landmarks within this portion include a sizable mess hall/ cafeteria that the campers would normally meet at and share meals with each other. Below will be images of the originally drawn layouts and it's variations as well as the final whitebox of my portion. One of the decisions that I made going from variation to variation was a balancing of landmarks. I thought it'd be weird to have so many points of interests concentrated at what is essentially the end/exit of the level, so we decided to move a couple of them towards other areas of the level.

Get Snail at Summer Camp

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