Week 6

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To make the level fit Eric’s proposed final level design, I created a separate variation of the level design, testing it myself several times in an attempt to make the experience more engaging. During one playtest, we received feedback that the level felt both easy and unintuitive. Since I’m not involved in mechanics development, I doubt I’ll be able to fundamentally influence these aspects, but I tried to create a more challenging variation of the track. The lack of a death system and checkpoints is unfortunately absent from the game, so I honestly doubt it will make it into the final release. I also feel I shouldn’t push possible changes in Level Design because it interferes with work of other team member, while we already hava tense communication. However, creating a personal route like this gave me a better idea of ​​how I would have to visualize the level

I also tried to somehow organize the chaotic scene of our level to make it easier to work on the visuals later. The final version I installed from GitHub already included two levels with radically different variations, and I found it difficult to navigate them, so I tried creating a separate level purely with visual elements that could then be easily transferred to the other version in a short time. To do this, I also need to constantly keep in mind that all the assets and materials I create must be well-structured for other players.

first version of scene layout

new layout structure

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