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  • Designed 6 levels, 5 of which made it to final build.

  • Documented and designed 6 level beats, flow, game-play and map layouts.

  • Built 5 of the 7 levels with iterated designs including; grey blocking, level layout, flow, pacing, asset placement, lighting, debugging, and edge cases.

  • Built and iterated on enemy/cover placement around the core combat system.

  • Researched and understood how isometric levels are built to incorporate designs into Kingslayer.

  • Worked with a narrative designer to combine level theme, flow, and pacing into a cohesive experience.

Kingslayer is an Isometric Action Adventure game, made in Unity 

In Kingslayer, I created 5 levels, 4 of which are inside the city. I created scripted events, some forcing the player to take a certain path to unlock new areas and others to force the player into combat scenarios. For example one of the encounters introduces a new enemy type to the player that they must kill to continue.

Game Play Moments

  • Scripted Events

  • Lighting

  • Desired Pathing

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Scripted events were used in many different ways in each level and to help with path-finding by blocking off paths or pushing the player to a certain location or path. Torches in the night scenes were used to lead the player like bread crumbs to the objective. Players move in the direction they desire, which most of the time but not always is the safest, most lit and has the most going on to catch their attention. Using the layout of the city mixed with the camera angle I created crossroads that have desired paths leading to the objective but doesn't limit them from exploring.

Different types of wayfinding

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