
WHAT'S IT ?
Information :
The idea behind this level design was to use God Of War’s axe-throwing system and apply it in a level design during a boss fight.
Some data :
1
I'm alone on the project.
4
Hours
Objectives :
The goal is to create an interesting level design, mixing exploration, environmental storytelling, and the discovery of a boss’s lair.
It was a challenge, I wanted to see what I could do in a given time with a gameplay feature (axe throwing).
Here is the moodboard I made to increase my inspiration and take visual references of the God of War style.

LEVEL DESIGN :
Level Design Intentions :
I made various screens with drawings to explain my level design intentions:
Here we are at the beginning of the level, the idea is to catch the player’s eye : the mountain on its left, which is the representation of the final goal. The player will tend to look for the path to reach the bottom of the mountain.




The player discovers two places, where the objective is to create an exploration moment. If the player wishes it and to accentuate the environmental narrative, thanks to the presence of a sanctuary and next to it a place of prayer.
The god ray will attract the player into this place of prayer, and will help them learn more about the lore of the area.




On this side, the player is called to enter a corridor with the presence of spiked arches to show the potential danger and importance of the place that the player will discover.
But the player still does not have the opportunity to see what awaits him. We want to surprise him.




The player comes face to face with a boss, he will have to adapt to the topology of the level to use the axe throw, breaking the arches under the boss to weaken him (shown in orange), as well as breaking the 3 weak points of the boss present in his back.
The boss will have a very aggressive AI with a loading system like a bull that will be stunned when he hits the stones (shown in turquoise).


GAMEPLAY VIDEOS :
Exploration :

Boss Fight Example :

More Article(s) :

Level Design – Arena HQ
Example of an arena map for a fast-paced shooter. The arena features a central zone represented by a point of visual interest. As well as two point capture zones (A and B).

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My work on the game, Star Wars Outlaws : 2 Main Quests (1 on the DLC and 1 on the main game).
Star Wars Outlaws is an action-adventure game played from a third-person perspective, with the player traversing an open world environment and engaging in various activities.