

MAGNO DORIAN
TECH LEVEL DESIGNER
DorianMagnoPortfolio
NEON WHITE
NEW LEVEL AND CARD

DESCRIPTION
The goal was to make a new level for Neon White featuring a new card (new ability).
I remade the 3C, abilities and UI.
This level use a new card called "Reflection" along side the double-jump and stomp cards.
DOWNLOAD PROJECT

My Roles:
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I analysed the level design of Neon White
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I remade the 3C and the mechanics of Neon White
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I made the documentation and the layout of the level
- I made the blockout according to the documentation
- I playtested the level and made changes
- I implemented the UI and its functionalities
- I modelised the enemies and new demon for the new card
GENRE
FAST FPS
DURATION
2 WEEKS
2022
INTENTIONS
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Make a level that showcase the possible synergies between the new cards and the old ones
- Create a level that wraps around a tower (this setting was not explored during the game)
GAME'S CONTEXT
Neon White is a fast-paced FPS where the player has to speedrun his way through various levels. He has to kill all the demon in the level before reaching the end. The player can use cards to make his way through, a card can be used to shoot or discarded to trigger an ability.
DOCUMENTATION
ANALYZING NEON WHITE LEVEL DESIGN

After playing the game. I started analysing the level design of the game. It seems to follow a simple structure:
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Level seems to be centred around a gimmick or a strong idea to make it stands out
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Levels are usually between 30 seconds and 1.30 minutes long
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The first part introduces the gimmick of the level
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The second part of the level is built using the tools presented. It tries present different situations based on the first part.
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The shortcut is, in most of the time, placed after the first section.
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The shortcut usually use the gimmick of the level.
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Demons placed in the part that is skipped are usually easily killable.
I wanted to make a card that seem simple at first but can offer a lot of new possibilities. Since it can be hard to use, I choose the Heaven's Edge biome because this biome is featured on the second half of the game.
The analysis I did for the exercice
DESIGNING THE NEW CARD
I analysed the card already presented in the game. There ability is always simple to use and to learn (double jump, dash, hook, etc). For the new card, I wanted to centre it around a theme: the reflection and the number 3.
Discarding the card lets the player dash in the direction of the camera. If the player hits the wall, it bounces against it and continues to dash a little longer. The player can't dash more than 3 times.
When designing the card, I thought about the synergies with other cards. To showcase it, I choose to combine it with two of the most simple cards: the double jump and the stomp.
In the game, each demon is associated to a card. The inspiration of this new demon is a mirror with 3 sides, and it shoots projectiles in 3 directions when the player is near.

The presentation of the new card I did for the exercice
LAYOUT AND BLOCKOUT
I started to sketch some idea of different situations for the card. For each situation I had to follow some rules:
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the "room" needs to feature the new card
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the "room" needs to be at the average difficulty at this point in the game
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the "room" needs to have demons to show the path
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the "room" needs to be shorter than 10 seconds
After selecting 5 different "rooms", I arranged them from the easiest to the hardest. When placing them on the molecular I also thought of leaving some "rest" before arriving on a room, to let the player analyse and focus on the upcoming challenge.
After finishing the layout, I started making the blockout and polished it. I play and tested the level for while and made some modifications.


THE BLOCKOUT
The first thing the player sees when arriving in the level is a vista showing his first goal, mid-term goal and end goal.
Usually the start of Neon White level are in close space to focus only on the gimmick of the level, but here I wanted a little of change.


The targets for the reflection card are highlighted with lights and orange color. For each room the ending is clearly visible.
This next second introduce the stomp card. The player has some time to think and analyse the situation before arriving in the actual room.


The next section introduce the elevate card that let the player double jump. Same thing with the last room, the player has some time to think about arriving in the action.
This room introduce the balloon enemies. They are visible from the other side of the window to let the player prepare and recognize them.


This room use the stomp card and the reflection card. It use the reflection card to travel vertically. Each time the player uses a card, his next objective is always in the direction of the card he used.
This section don't contain demons because it can be skipped.
This next section is a fun use of the reflection card. This card can be use to dash around a pillar.


This final section mix everything in the level, it starts with the elevate card.
Then the player use the reflection card to bump on a wall and arrive on a balloon demon.


Finally the player use the stomp card in a setup similar to a previous room and finish with the reflection card.
Each objective is always in the direction of the momentum of the player.
When the player arrives at the end, he can see the gift on the other side.







