L.A. Beach was the first gameplay level we developed and the pioneer for many learnings for me and our team. I have built its blueprint along with another level designer in my team. As we had few beach scenes in the series, we had a lot of freedom to create and propose the environment. From the beginning we were sure that this level would be the stage for one of the minigames in the game, being an obstacle race that would mainly abuse the parkour mechanics of our game, so we built it essentially horizontal and very spacious to receive these mechanics. To give the level more personality, we researched the landmarks and sights of the most popular beaches in Los Angeles and added it to the concept. For example, making the skate park the boss arena and adding different environments to serve as a passage during the parkour race.
Once confident with the blueprint, I was in charge of making it a 3D environment and starting the level blockout and the first versions of the parkour race, this circuit would receive several interactions in the future as the movement mechanics progressed and changed, which was going to become reality In the project. Until we reached a circuit that met our expectations, combining obstacles to be overcome, verticality and big jumps between platforms.
Having a more established level, I was responsible for the implementation and positioning of several enemies and resources that are present in L.A. Beach (Coins, Collectibles, weapons among others), as the first level, obviously, both I and other members of my team have re-visited it sometimes to adjust and balance the difficulty of the level in relation to its position in the overall progression of the story mode.
In addition to enemies and resources, we were also responsible for implementing other level flow systems, goals, dialogues and special camera triggers in the environment.
This level undoubtedly demanded a lot of my attention but that is gratifying to look at with its final result and its beauty.
- Level blueprint;
Minigame level design;
Implementing of level flow systems;
Distribution/positioning of level resources;
Progression balancing and levels difficulty.
Main Level Designer:
Raphael Souza and Carlos Escaleira.
Level Design team:
Gabriel Laurindo and Gabriel Viana.
Concept and 2D art:
Leonardo Amaral and Roberto Fernandes.
Environment and Lighting:
Arthur Lorando, Breno Alves and Pedro Sarraf.
Juan Patrick, Gabriel Cavalcante, Israel Terenzi and Beatriz Lordello.
Pablo Farias and Diego Crispim.