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Level Designer

Godot

Team Size: 1

Project duration: 5 weeks

3rd Person Platformer

Spooky platformer is a third-person platformer game  focused on promoting the concept of "emergent level design". ​​

​​This project was my first experience using Godot as a game engine and the core gameplay concept revolves around the mechanic of transparent platforms that appear when the player gets close.

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Main Path

Hidden Path 

Goals:

Making this project I mainly focused on:

​​

  • Improving my iterative workflow and focusing on playing into the strengths of the level through each iteration.

  • Using the mechanic to promote and reward different playstyles.

  • Secret placements and hidden paths for players to find.

  • Play-testing the level through each iteration to understand the strengths and weaknesses of the level itself.

Iterative process:

Pre-production

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The first thing I did  was to brainstorm different ideas and mechanics that was designed to create an emergent setting. 

Some of the different mechanics I considered during this stage was for example:

Rotating platforms and environment

Player scaling up/down (becoming bigger/smaller) 

Creating a mechanic fitting to a specific environment

Using Astro Bot (Sony 2024) as a big inspiration for third-person platforming mechanics, I decided to use the idea of transparent platforms that appear when players get close to them, and disappearing when players leave their proximity.

I started of creating a sketch of a how a potential level could look. I decided not to pick a specific setting for the game this early in development since the setting could be changeable, as long as the setting support the mechanic of transparent platforms thematically.

Iteration 1:

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Starting to work on the first iteration in engine, I used my sketch as a reference for how the map should start. As I wanted the level to be an on-boarding level for the mechanic I had chosen (transparent platforms), I decided to keep the start of the level relatively simple for players to start learning about the movement of the character, before even encountering the mechanic of transparent platforms whatsoever.

The first platforms in the start of the level are placed so that players instantly know where they are supposed to head when loading in.

 

The first couple of platforms are static so that player can focus on the jumping mechanic without being precise. ​Afterwards player are challenged with moving platforms that "ping-pong" between two positions. 

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Picture early on in development of the starting area. This area would stay relatively similar during all three iterations of the project as it fulfilled its goal of teaching the player the mechanics in a clear and linear way.

Players are then introduced to the main mechanic of the game, transparent platforms that become opaque once players get close.​

By using the mechanic as a tool to intrigue players, I learned about the possibility of leading them towards specific points and positions in the level. Doing this would reveal the platforms and in return create a feeling for players that they explored and make a discovery themselves.

Platforms with different behavior were given different colors:

  • Red platforms - Moving platforms

  • White platforms - Transparent platforms

This was mainly done since I hadn't decided on setting yet, but wanted to create a reference for myself down the line to distinguish between the types as I progressed with developing the level.

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Early on I realized the mechanic of transparent platforms created an interesting dynamic in combination with exploration.

 

Creating secret pathways and giving clues was something players enjoyed during play-tests and added to the replayability of the game, since it promoted players to explore and find hidden secrets.

Another mechanic that was experimented with during the first iteration of the level was jump-pads. I initially liked the mechanic since it was a fast way for the player character to move vertically.

It was however scrapped from the project as I wanted to focus wholly on the transparent platforms and the dynamic they created.

Keeping the jump-pads would probably have shifted the focus away from the transparent platforms. For a bigger project however I still think the dynamic the mechanics can create together would be interesting to explore.

Leap of faith

The "Leap of faith" was created by placing transparent platforms outside the vision range of the player character when standing close to an edge.

Using an object or platform as a signal for players that they should be able to reach an area, also created an interesting dynamic where players had to start a jump, to figure out if there was a platform to land on.

Hidden maze

Another interesting dynamic was created was when multiple transparent platforms in combination were placed next to each other.

 

This created an open field of tension where players are unsure of where they can traverse and are forced to explore the surrounding area to progress.​​

Final result of the first iteration, with and without the platforms being transparent.

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Platforms hidden

Platforms showing

Playtest

Finishing the first iteration, I conducted playtests with multiple people to get an understanding of what worked well in the level, and what parts of the game needed improvements.

These playtests were casual as I let players play the game at their own pace, commenting on ideas and thoughts they had.

At the same time I observed and noted down both players feedback and thoughts, as well as observations that I made when they played the level.

Picture of notes taken during playtest (in Swedish & English):

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Rewrote the the document to make it more clean (in Swedish & English):

I then made a couple of bullet points about the most important feedback and changes I needed to make:

  • ​Change the range of platforms becoming visable

  • A sense of uncertainty was good, the mechanic promotes this!​

  • Players liked the secrets that existed

  • ​Make moving platforms faster

  • Players want the level to be longer with more content!

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Iteration 2:

With a first iteration as a blueprint for how the level could be, I started working one iteration 2. The focus on the second iteration would be:

  • Incorporate the mechanic into a setting that makes sense

  • Make the level longer as players wanted more content​

  • ​Try to incorporate more secrets, as the dynamic created from player exploration is fun!

I decided to go with a spookier setting for the game, as I liked the idea of transparent platforms having a ghostly feeling.

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Using a cloud object as a base, I created multiple different assets by changing color and size to create fitting environmental props.

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I created a gym/library of the assets created.

The first thing I did with the second iteration was to recreate and upgrade the parts of the level that worked as intended or only had slight issues.

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The start area looked somewhat similar during all three iterations, as the area succeeded with introducing the mechanic and teaching players how it works.

I also added walls to enclose players in a specific area. This made it easier to hide secrets, but also to communicate to players where they can, and cannot go.

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Iteration 1

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Walls hide secrets (coins) more during iteration 2

I created a shader to represent toxic water that players should be scared of. I played around with different colors but settled on a purple shade. Trying to match the ambiance I added environmental fog that matched the water and built on the environment. 

Hidden maze Iteration 2

As the hidden maze had gotten good feedback during the playtest session, this was also something I decided to keep in the game level.​​​

I did make minor altercations to it, adding more "Leap of faiths" scenarios in multiple locations.

Top down picture of the Hidden Maze area

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Since one of the main points with the second iteration was to make the level longer, I experimented more with moving platforms and what would happen once they were turned transparent.

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By bringing players closer to the waterline, I wanted them to become more anxious and aware of their current position, as they were closer to danger.

Changing the end of the level, I wanted players to have a clear view of where they are supposed to head and therefore made the area stand out in the open.

End of the level

Before finishing iteration 2 I added lights to highlight for players where the main path is. Later during iteration 3 the lights were also used to hint players towards secrets

Lamps highlighting the player path

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Iteration 3:

Conducting more playtests during the development of Iteration 2, I decided to create new goals for the final iteration of the level:

  • Make the "forgettable spaces" more memorable and interesting

  • Add more secrets to the level, make players want to explore and find new places!

  • Refine the sections and add more character to them

Once more I recreated the entire start of the level with iteration 2 as a blueprint, and made upgrades to the level in different stages.

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The first area I changed was the first platforming section. I wanted players to feel like they were in more danger nearing the end of the jumping puzzle. At the same time I didn't want players to be punished this early on in the level. 

I therefore created a gap between the two bigger platforms, using transparent platforms between them working as a safety-net for player if they would fall. Since players can't see the green platforms, they still believe the risk of falling is big and play more cautiously around the area. 

If players would fall down or take the time to explore the area, the instead have the opportunity to find their first secret.

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The only change done for the maze during iteration 2 and iteration 3 was during the end section of it. This was mainly done to for the setup of the next area, as I wanted players to enter the zone from a specific angle.

Exit of maze and transition to moving platforms iteration 2.

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From feedback during playtests of iteration 2, players thought the section following the maze area felt lacking as it was not memorable. 

I therefore decided to change the layout of it and incorporate the transparent platforms in a new way.

As this area was the biggest stationary platform in the level, I wanted to keep that identity when reworking it.

Using the transparent platforms as blocking objects, players now learn of a new way to interact with the mechanic.  This forces them to explore and find a way around the wall instead.

Player path

Transparent walls, blocking players from moving.

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The first time players interact with the transparent wall, they are lured towards an opening that seems like the correct path.

Getting close to the door, the transparent platforms reveals itself, blocking the player in its path.

In one specific place, players also have to jump on top of one of the walls and use it as a platform to progress.

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Players are at first blocked by a wall, having to run around it to the left.

Moving forwards, players are blocked by a wall, hindering them to move forward.

Using the same wall as before, they can now jump up on it and use it to progress.

Platform blocking the way, players can later use the same platform to progress.

Transparent walls, blocking players from moving.

Video summary of reworked area:

Picture of the reworked area:

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Another area of the level that received good feedback during play tests were the moving transparent platforms. Players enjoyed them since they created a feeling of uncertainty and timing for player movement. I therefore decided to extend the section with more platforms moving in different patterns.

The final area of the level is another area that was changed between iteration 2 and iteration 3.

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During iteration 2, feedback given on the level was that the final area was too simple and somewhat lacking.

Reworking the area in iteration 3, I decided to let players explore more where they are supposed to go. Using more transparent platforms promoted player exploration since they weren't directly led towards the end goal. 

Different pathways:

As early on as in iteration 1 of the level, feedback given suggested that players enjoyed the unknown element of not knowing where the platforms were located. Some players also gave feedback that they would like to see more hidden paths from the start of the level.

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Secret path?

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Nice if there was another path from the start.

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It's good that the level feels empty from the start.

Play-through of the main path.

As one of the goals for the level during iteration 3 was to add more secrets to the level, I decided to act on the feedback and add a secret hidden path from start to finish, that players could find.

 

Giving the path a purpose other then exploration, I also decided that this path would be quicker for players to take from start to finish, so that quicker players (e.g. someone speed-running the game) would also want to prioritize this hidden path.

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Moving straight backwards from player spawn, jumping of the platform players can find the secret path.

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This brings players to another area hidden by the pillar.

Main players path

Secret player path 

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Multiple transparent platforms leads players upwards and into the main area of the level. This path differs from the main path, bringing players higher up on a vertical level. 

Since these platforms are invisible to players if they're far away, players have no idea the path exists the first time they are playing on the main pathway.

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Continuing on the path, players platform across more transparent platforms, hidden from players when playing the main path.

Since players are higher up vertically, I decided to intersect the areas players traverse for players to get a reference idea of where they are. This was highly appreciated during later play tests, as players realized they during their first play tests,had been playing the game with an entirely unexplored and hidden area around themselves.

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Main players path

Secret player path 

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Secret player path 

Continuing down the secret pathway, players are blocked by multiple transparent walls. Climbing atop the walls, players can platform to the next area.

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Secret player path 

Main players path

Following the route, players eventually intersect with the main path of the level. 

Full video of secret player path from start to finish.

Teach - Test - Twist

Using transparent platforms as the main mechanic for the project, it was important that players enjoyed the mechanic and interactions they had with it. 

I therefore used the method of Teach - Test - Twist to teach player how it worked and what it could do.

Teach

Teaching the mechanic of transparent platforms is done early on in straightforward setting. The intention is that players learn how the transparent platforms work before solving problems including them.

Players see the other side, however they don't see a way there. Getting close to the edge, players see the platform appearing out of nowhere and eventually use it to get to the other side.

Having tested the transparent platforms as tools to traverse gaps, players are soon also taught that transparent platforms can be of different shapes and sizes.

Test

When testing the mechanic it was important for players to interact with the mechanic in different ways, each creating a new and fun dynamic.

During the maze, players interact with multiple transparent platforms at the same time. Uncertain of where the maze will lead them, players have to explore their surrounding to see where it leads.

Being unsure of a platforms location, the leap of faith creates and interesting feeling of uncertainty. Players can see where a platform can be, but since they don't see it, they become unsure and have to trust their senses and gut feeling.

The intention when twisting the mechanic was for players interact with the mechanic they already have explored in new ways, increasing the depth of understanding for players.

Having used the transparent platforms as a tool for traversal, the platforms instead serve to block players from progressing in the level. Instead of supporting the player by creating a path, the platforms now stand in the players way by become a barrier.

Combining the transparent and moving platforms, players are now challenged with both timing and the feeling of uncertainty both at the same time.

Secret areas

Other then the secret player path added from the start to the end of the level, multiple secrets areas were added for the collectible coins.

 

In my level coins are implemented to promote exploration. Imagining the level being part of a bigger game project, I believe the functionality could work as semi-required collectible that players collect on their path to the end of the level.

 

Collecting enough coins would unlock new areas and narrative elements allowing players to progress in a bigger story. However, completing the level itself wouldn't require players to collect a set amount of coins and instead just rely on players reaching the end of the level (similar to Bots in ASTROBOT(2024 Team Asobi)).

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In multiple areas, lamps were used to give players a hint towards what direction hidden paths exist. This was to give players some type of clue instead of just guessing blindly where to go.

Lamp, giving players a clue where to head.

Coin in secret area.

Secrets examples

Looking back from the maze, players can see a hidden area where a coin exists.

Coin in secret area.

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In earlier areas players can see coins in the distance. They however don't know how to get there, creating a feeling of wanting to explore the level .

Coin in secret area.

Having the coin placed outside the regular player path is another example of players become intrigued by the layout of the level and potential hidden paths.

Coin in secret area.

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Reflections

  • Working on Spooky Platformer was a great experience for me to think about how I can use level design in combination with the games mechanics to create an emergent dynamic for players. Creating 3 different iterations of the same level with constant improvements forced me to revisit every location multiple times, each time with a new perspective.

  • Relying on feedback from play tests made me reflect on the different problems the level design faces and how to solve them. It also made me reflect on how players explore a mechanic to eventually reach a state of understanding and sense of mastery over it. This enabled me to eventually alter and construct a level that enables players to reach this point.

  • I'm happy with how using a mechanic like transparent platforms initially makes players uncertain about how the world looks and where they can traverse. This feeling of uncertainty works to strengthen the use of secret pathways, locations and collectibles to my advantage as a level designer, making exploring the level and find new pathways fun and interesting. Finding ways of using a games mechanic to strengthen different aspects the level is something i'll definitely keep in mind during future work as a level designer.

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