LEVEL DESIGN WORK
SHOOT TO KILL LEVEL DESIGN
Level 1- SHOOT TO KILL: The intro level to the game, the player begins in their bombed house as helicopters fly overhead. You continue as the game introduces you to its mechanics slowly, familiarizing with shooting, getting health, and basic movement controls. fight through your old neighborhood, unlock doors, find secrets, and escape using the metro to get to the next level.
Level 1 (DEPRECIATED) - BREAK-IN: The old intro level to the game, this is what the first level was in the original demo. You start by breaking in to an enemy facility by hiding in a shipping crate, this level similarly familiarizes the player with mechanics but has faster paced arenas and introduces new weapons a bit too quickly ( hence the removal ) but it illustrates a first iteration of the level design process.
Level 2 - TOWN THROWDOWN: the player arrives in the town square after escaping using the metro and must now unlock different parts of the map in order to get to the parking garage and steal a vehicle they can take to the enemy laboratory. This level was designed with an open design, allowing the player to unlock parts of the level in what order they want, with lots of ramps for sliding and destructible items for fun and visually stimulating firefights. This level includes a lot of fun in-universe advertising & signage which was fun to include and helped to ground the player in this world.
Level 3 - LABORATORY FULL OF LEAD : The player takes the vehicle from the last level to this laboratory in order to find out what sick experiments ANKERKORP is up to. Fight through the main building, slide around the courtyard, and use a giant laser to break down the door to the basement where the evil scientists are located! This was the final level designed for SHOOT TO KILL before the project was put on hold.
DOG EAT DOG LEVEL DESIGN
Level 1 - Intro Factory : The player wakes up in a dark room full of TV’s and is instructed to participate in a sick game for the enjoyment of a Game’s Master. They are then introduced to basic gameplay mechanics and sent through the factory of horrors.
Level 2 - Slaughterhouse : The player wakes moves through a blood coated slaughterhouse, sliding by hanging meat on hooks, kicking enemies into dangerous meat grinders, and navigating rusty metal beams and walkways.