As part of the levels that compose “Cobra Kai 2: Dojos Rising”, a sequel game inspired by the television series “Cobra Kai”, School was a level inspired by the unforgettable school fight scenes in the series.
During the campaign mode, the player has the freedom to choose which dojo he wants to play with (Cobra Kai, Miyagi-Do or Eagle-Fang) and also the order in which he faces the levels as he recruits new fighters and releases new level options, however each dojo has a mandatory starting level. School became the starting level of the Miyagi-Do dojo.
At this level, I was responsible for building the blueprint and the blockout, in which I tried as much as possible to build an environment that was very faithful to the one seen in the series. I also did the balancing of the combat areas and the positioning and distribution of the resources present in the level (Coins, Collectibles, weapons, among others).
The School level also houses a minigame, here for the player to recruit the character "Demetri" he must protect his school's collection of RPG books, taking vandals away from the shelves and throwing them into the library's trash cans. So to better accommodate this challenge I made the level design of the library as a small labyrinth formed by bookshelves and positioned the trash cans at strategic points that would make the player plan well the best place to allocate the vandals.
As an initial level for Miyagi-Do, it needed special handling, so when the player plays this level as the first level, using Miyagi-Do, some different experiences are presented that I was in charge of, among them, the implementation of tutorials specific mechanics that are present in the level and a balance of new enemy progression so that this level is easier when faced in these circumstances.
School is also one of the levels used in the Cobra Classics game mode, in which the player relives key moments from the series. In this episode, I built an experience that recreates the big fight at school among Cobra-Kai and Miyagi-Do students, for this we built 11 combat sections between individual fights between characters from the series and fights with waves of generic enemies.
- Level Design direction;
Level Design of the minigame;
Distribution/positioning of the level’s resources;
Balancing of progression and level’s difficulty;
Cobra Classics mode’s levels design.
Main Level Designer:
Level Design team:
Carlos Escaleira, Gabriel Laurindo e 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 and Beatriz Lordello.
Pablo Farias and Diego Crispim.