Collectathon Level
In this project, I set out to create a collectathon mixed with a first person shooter. The focus was to create open levels which emphasize player choice through freedom of movement and reward discovery.
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Tools: Unity, Blender
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Developed over 1 year
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Level Design, Game Direction
Pre-Production

Gathering References
I began my process by compiling mechanics references. I gathered images that demonstrated mechanics in other games that I wanted to incorporate in a similar way into my level.
Initially, I wanted to set the level in a pinball machine, but decided against it because the lack of player control from being bounced around went against my gameplay pillars.
I wanted players to unlock the gliding ability during this level, and give players a faster and better way to navigate it after unlocking it.

Initial Floorplans
I designed the level iteratively, focusing on streamlining player navigation and improving visibility, while maintaining the core idea throughout development.
The start has narrow paths players can fly over after getting the glide ability.
The main area can only be accessed with the glide ability. They can take risky shortcuts with it to quickly navigate this new area.
The side areas introduce various gliding related challenges.
Blockout Process



Starting Area
The starting area establishes gameplay flow and builds anticipation for the glide ability, showcasing scenarios where the ability could be very useful for when they eventually unlock it.



Main Area
The main area introduces players to the gliding ability while giving them different paths to take to players multiple ways to use the ability and allow them to choose what order to complete the level.



Side Areas
The side areas have gliding-based challenges. Each goal has multiple approach angles, expanded upon with the glide ability, so players want to revisit and explore new strategies.
Design Choices
Finding the Ability
After getting playtester feedback, I moved the ability shop in a high area you can immediately fly down from to access the main area.
Return to Start
Getting this collectible also takes you back to the start. I set this up so players can see how they’re now able to navigate that area differently.
The Snake
There's a giant snake with a shard (objective) stuck to its tail, going in and out of different areas. I wanted players would want to skip areas with the glide area to get to quickly.
Push the Objective
This challenge requires you to stay close to the ground in an area with lots of enemies, it makes you see some shortcuts in the level that you’ll be able to take later while staying close to the ground.
Taking Shortcuts
The outer boardwalk areas of the level are very open to let the player fly between different sections, it also lets them escape (or enter) combat situations.
Flying Through Hoops
Right after you obtain the gliding ability, directly to your right is a flaming hoops challenge, flying through them will award you with an objective and you will land in a previously inaccessible area.
Gameplay Video
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Accolades






