Posted December 17, 2018 by WIP Studios
#Art #LevelDesign
Hey guys! I'm Yeray, a designer of the WiP team who is organizing how to Art team works, and designing the levels of the game. I have previously wrote down a Devlog about the first draft for the UI (Check it! https://wip-studios.itch.io/katharsis/devlog/56701/art-yeray-ui-design) , and now i will show you how i am creating the gameplay level. If you want to know more, feel free to suggest ideas or ask any questions related to our work!
So, the first playtesting had a first level that was created in a rush almost. I spent a lot of time playing with the new models and textures that we had just bought for it, and the "design" of the map wasn't something that function properly in some aspects. Then, for the second playtesting i decided to throw away the entire first level, and create something new from the scratch.
This second level is composed by three zones
Now we have the feedback for our last playtesting, and some discussions about how the level of the vertical slice of "Project Katharsis" will be. With that feedback, we have thought about creating a level with less size and more density. This will let us cut the daytime, and create more beautifull and interesting zones.
I will create more devlogs in the future talking about this subject. Until then, have fun!