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Elegos Level Design

First blockout of Phacos, approx March 2020

First blockout of Phacos, approx March 2020

Second blockout of Phacos, approx Jan 2021

Second blockout of Phacos, approx Jan 2021

Latest blockout of Phacos, approx Oct 2021

Latest blockout of Phacos, approx Oct 2021

Diagram of design elements in the beginning of the level

Diagram of design elements in the beginning of the level

One of the core pillars we agreed on was for gameplay that is as unobtrusive as possible and to let the player into the game as quickly as possible. So, we made Phacos feel like a playground.
Let's take one of the first areas encouraging you to explore verticality.

An example of viewing gate

An example of viewing gate

To ease up the workload on the team I also used View Gates - key locations on the map where there was clear design guidelines of what the player should or should not be able to see.

 By embracing this method, it allowed the team to function much more independently. When everyone was clear on what the end goal is, things run a lot smoother and for the different disciplines to collaborate.

By embracing this method, it allowed the team to function much more independently. When everyone was clear on what the end goal is, things run a lot smoother and for the different disciplines to collaborate.

 In terms of invisible tutorials it took some guts to let the players navigate rather than railroad them. For example, with verticality there is no way but up. But! If they miss secondary areas to explore they can still see them from the staircase th

In terms of invisible tutorials it took some guts to let the players navigate rather than railroad them. For example, with verticality there is no way but up. But! If they miss secondary areas to explore they can still see them from the staircase that leads them to the landmark.

Eagle eye view of the village layout

Eagle eye view of the village layout