At TT Games, I was a Technical Level Designer. In my time at TT Games; I worked on 4 published games, including the 2022 release, Star Wars The Skywalker Saga.
Unfortunately, I am not permitted to reveal design documents or script that I made. But I can at least show walkthroughs of the levels and puzzles I worked on; and I will try to explain in detail where possible.
At TT Games, a Technical Level Designer covers a multitude of roles and the principle creator of any level. My job was to implement the narrative of the Tech (Lego art assets), to the specification of the Level Directors and iterate it to incorporate interesting challenges and puzzles. Our department worked with all the "Lego" elements of the games; this starts designing and blocking out levels, then build Lego Assets with a Lego Library in Maya, setting them up as mechanics in engine (such as being able to destroy them) and then adding all the mechanics into the visual scripter to make the level flow (such as destroying Lego, to reveal individual Lego parts, which can be built into a switch, which opens a door). As such most of the creation and fun through a level was handled by my department there. These moments are also usually bookended by in-game cutscenes which I would also have made.
A huge part of the job involved animating, and typically is where the most memorable parts of the game come from, but personally I tried to focus on creating the most fun puzzles that were both satisfying to solve and interact with, and where possible; give the player some choice. An example of this would be; if I see potential for the player to do things out of order I will; rather than the level playing a set route every time or adding passive interactions; which have no bearing on story / progression; that most players will likely not see but will add nice details for those who do.
Lots of these traits I've taken with me since leaving and I try to embrace these creative solutions to make my levels feel as interactive as possible. I pride myself on the fact that I try to give the player control where possible.
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