Introduction

Thorb was the most ambitious personal project that I had ever worked on. I learned some invaluable design lessons on this project, and I was challenged throughout the whole process, making it the most rewarding design experience that I have had so far.
This project was worked on by myself and a few of my friends, but I did the entirety of the level design on this project (except for some minor 2D mapping that someone helped me with.) 

Level Design

My level design philosophy for this project was simple: make it fun. The player movement/combat was designed to be very quick and action packed, with the main inspiration being Doom (2016.) With this in mind, the phrase that I kept coming back to during the design process was “create a human skatepark.”
A human skatepark, to me, meant that my objective should be to make the player movement shine because it was so much fun to navigate. Allowing the player to fly around and dodge enemies in a way that always kept them moving. If the player had to stop moving, then they were no longer having as much fun as possible.
I take a lot of pride in this project’s level design. Starting from the first level through the last level, I can see my progression on the project and as a designer.

Tools

  • Unreal Engine 4

  • Blockout Tools (UE4 Plugin)