In Catstronaut, platform your way around 3 planets to collect your lost resources!

Responsibilities:

  • Level Design
    • Owner of level 3 (last level)
    • Semi-linear design
    • Focus on designing platforming challenges
    • Close work with artist for visual direction
    • Set dressing (partial)
  • Game co-design
    • Player controller
    • Obstacles, traps
    • Collectables
  • Sound design

Overview:

  • 15 weeks, 4h/day
  • Made in my team’s custom engine
  • Unreal as level editor
  • References Super Mario 64 for character controls and collectables.
  • Level inspired by the Astrobot and Crash Bandicoot series.
Team logo made by me

Team:

  • 3 level designers (1 level each)
  • 7 programmers
  • 3 animators
  • 3 technical artists
  • 5 graphics artists

Designing for platforming

Level design goals

A few things I wanted to have in this level:

  • Challenges designed for precision platforming
  • Varying difficulty
  • Unlockable shortcuts
  • Distinctive areas
  • Notable landmarks

Design philosophy

My approach to most games and especially a genre like platforming is that gameplay always comes first.

It needs to feel fun simply moving around, and mastering the controls need to feel even better.

This is why I worked closely with our gameplay programmer, Johannes Keczan , to get the feeling right for the challenges I wanted to explore.

Player controls

  • References Super Mario 64
    • Jump
    • High jump (executed by jumping just as you land)
    • Long jump (executed by jumping while crouching)
    • Ground slam

Game details

  • 3 levels
  • 3 required collectables in each level, 2 optional
    • 1 locked collectable requires 6 red coins to unlock.
    • You can finish the level after collecting 3. You will get “kicked out” after collecting all.

Topdown

Level highlights

Level start

The first few seconds should set the stage.

You can first see landmarks at the end of the level, establishing the long term goals.

You will get introduced to 2 mechanics: The button for spawning platforms, and the trigger box (invisible) which will spawn platforms automatically.

The southern platform (1)

As you start moving you will notice the details closer to you. The first short term goal is the big round platform, with 2 directions closed off (both unlockable shortcuts for later).

This area also contains 2 enemies, and the locked red collectable.

If you attempt to go in any of the locked off directions, you may notice a hidden red coin when you turn around.

2D section (3)

This section moves the camera to a side view and you have to complete 2 sides: 1 with saw blades, and 1 with pistons attempting to push you off.

This is also intended as a transition into the piston themed area.

Pipe walking (5)

You are introduced to the first bit of serious precision platforming when crossing the pipes.

Soon after, burning pipes are introduced, which you must avoid.

Lastly, the pipes are put together with the pistons in a 2D section.

Saw blade factory (8)

The saw blades are a very versatile trap to work with. I was able to set speed, direction, and pause time, and put them together in various ways.

The final challenge is meant to be an intimidating walk across a bridge with lightning fast saw blades that requires lots of jumping. This section was made easier several times.

At the end you can find your 3rd collectable, allowing you to end the level.

Sky tower (9)

“The Scrapyard” at the end of the level is the hardest challenge of the game and is optional.

It is inspired by Only Up and Getting Over It, and is a challenge of endurance. If you fall from the tower, you don’t take damage, you simply have to start all over.

The challenge is all about precision platforming and requires high skill of the character controller.

This section was highly praised during playtests, suggesting players like mastering the challenge.

Process pictures

Early vs latest iteration of areas

BeforeAfter

2D section

BeforeAfter

Southern platform

BeforeAfter

Saw blades area

Reflections

Area identity and obstacle uses

If I had more time, I would have prioritised area identities and learning curve within each area.

I think the first challenging area mixes together too many mechanics without expanding on them naturally. The original plan was to have a more dedicated area for the electrocution traps, and not mix them together with the saw blades and pistons.

If I were to iterate on it further, I would restructure some sections and introduce these mechanics little by little and not all 3 together at once.

Another thing I would change is to have some of the more basic traps used throughout the level. The pipes are underused as an obstacle, especially for their flexibility and visual use for the level theme.

Level art and visual clarity

Finally, I would work more on level art / set dressing. The level could feel a lot more alive with rubble, props, buildings, and more characters moving around.

Playtests showed that some people found the level confusing, unclear, or overwhelming at times.
So another room for improvement could be the clarity of some paths and the visibility of some of the collectables.

Additional level art could also be used to obscure certain areas of the level, which could help to not overwhelm the players.

Full playthrough of my level

Game trailer

The final version of the project is still work in progress.
The full game will soon be available.

Next project: Crumbling Church

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