top of page

Kill Crab

Level Design Breakdown

Below you will find a video breakdown of my level design process behind Kill Crab as well as particular techniques used in order to facilitate gameplay WIP Not Currently Present

Design Breakdown

Iterations

Primarily the maps size was reduced in order to shorten the map run time and travel time between objectives. Mountains were made shorter to allow players the choice of trans versing the hill zones and help to avoid them being funnelled down chokepoints. Landmarks and sublocations were added in subsequent iteration to help create fluid and dynamic gameplya between the interest points and not solely focused within the interest points themselves

Anchor 1

Moodboards / Concept

Throughout the development of kill crab i was responsible for the creation of 3 of the 4 key areas / Levels. Levels were designed to be interconnected without using loading screens or seperate levels therefore each level had to make sense and be connected in a fluid and seamless way to keep the player immersed while playing through the game

Moodboards

Node Based Design Town Hub Zone

Driftwood Node Designs

Driftwood was designed as the key hub zone in order to link all 3 other areas together to act as a nexus for player movement some of the key level design thoughts behind creating this area are as follows Hub Style map used to link the three main areas together

The map boasts verticality thanks to prominent rock formations and strategically placed key structures. There are train tracks that guide you to the mine and train level, while the outlaw camp stands in opposition. You can also utilize these rock formations as alternate pathways and discover shortcuts for efficient navigation, especially when revisiting previously explored terrain.

In terms of level flow, it adopts a semi-linear hub zone layout, with a central core area connecting to the other levels. This design incorporates a blend of open spaces at the center and narrower passages leading to each new level. Regardless of your chosen path, all roads converge at the three central structures, and vertical shortcuts are available to minimize the need for extensive backtracking.

Node Based Designs Manta Mine

Manta Mine Node Designs

Manta is comprised of cavern mines where verticality is a key feature, with mine shafts offering opportunities to descend and evade enemies, as well as jump paths to ascend. The open areas provide a broader view of side paths, which are interconnected by smaller routes.

In terms of level flow, it all begins with a single entrance leading to a vast open zone. There are side vertical connections leading to two distinct mine shafts that wind around to the next expansive open zone. The loading zone presents two connector gates, offering players various options and environmental challenges. The cavern zone serves as a hub, connecting all sub-paths and leading to the objective zone. Players can secure the loot chest and then choose from multiple potential paths to return to the hub level

Node Based Design Crust-Station

Crust Station Node Designs

Crust Station offers an expansive, open-style map featuring large structures, imposing rocks, and captivating background assets. Verticality is achieved through the presence of train debris and natural rock formations. The map design leads players along track paths that converge toward a central objective, creating a dynamic experience that starts from an elevated position and descends to a lower elevation as they progress. There are also flanking and side paths strategically placed for players to discover shortcuts and utilize jump paths across the debris.

The level flow of Crust Station features a three-laned approach, with two flanking train track paths that connect to open areas just before reaching the train depot. Crust Station also allows for freedom of movement  by using dividing rocks and debris, allowing for more free-form movement and exploration. All these paths eventually lead to the train depot at the end, introducing verticality in the final area through overlooks, towers, and opportunities for traversal over train debris and rocks.

Top Down plans and planning

in order to plan out the map in a fashion that would match up with the desired scale and metrics of the map i created a document with the same resolution of the target landscape and overlayed a top down screenshot of a flat level landscape to gauge scale and metrics.

Each objective zone was planned so that gameplay can have numerous different routes the player can take to achieve the same objective which would in turn complement Squads existing gameplay rewarding teamwork and player choice. I then made rough plans for how players will progress from spawns and how their sight lines will be at certain areas allowing me to refer back to the document to determine whether it would be a good idea to block line of sight from certain locations

Top Down Plans

Game Trailer

Below is the game trailer for Kill Crab 

Trailer
bottom of page