Carbine Studios: Unannounced UE4 Console ARPG
Level Design - Crafting Spaces for Co-op Platforming and Combat
As feature owner for the project’s level design, my focus was on defining smooth moment-to-moment feel from platforming types into combat arenas. Level creation was largely room-based; the goal was to create modular, reusable chunks of gameplay space that could be strung together to build out multiple levels efficiently. We leaned into rewarding chained platforming abilities and exploration into the nooks and crannies of the various spaces.
The game was set to be a third-person action-combat RPG. The above space was a bespoke tutorial demo level meant to show off the major traversal components of the game, followed by an indoor wave-based melee combat arena with jump pads, grapnel, and wall-run options for reaching vertical spaces.
This is an example of a co-op melee combat-focused room for a modular level kit. The multiple levels helped to promote the verticality of the gameplay. Combat was wave-based and kept players actively moving around the space to deal with the next threat. Jump pads and other traversal assistants kept the player using the level design to their advantage.
Here’s an example of a short traversal-focused room for a modular kit, utilizing wall-run and grapnel tricks for high-skill players while facilitating a simpler jump-based path for a slower, casual approach. Collectible orbs functioned as a means of guiding the player through the intended paths.