
riME level design
Complete level design process for a level designed to fit into the game RiME.
Roles (Solo Project): Level Design, Gameplay Scripting, Game Design
Tools: Unity
Timeline: 4 Months
Design Challenge
Given by Sheridan College,
Create a level for an existing, published game that would fit into the rest of the levels of the game.
Deliverables,
Create a complete Level Design Document for the level containing everything from references to final maps
Produce a playable level in the game engine / in-game editor of your choice with enough functionality for one round of play
Full Gameplay Video
The Work
AAA Level Design Process: Concepted, documented, prototyped, designed, and implemented a complete game level for an existing game and it’s mechanics.
Documentation: Compiled annotated references, created diagrams illustrating location connections, level pacing, map layout, etc.
Level Design / Greybox: Brought level concept to a 3D, playable, and easily adjustable state with Unity and Unity ProBuilder
Implementation of Gameplay: Custom scripted all gameplay interactions and elements using C#. I also built a custom character controller for this project, more details can be found here.
First Pass Art: Using purchased assets, I established the look and feel of the level to the point it can be understood and polished by an art team.
The Design Process
1. Analyze
To start this project, I first needed to understand what makes a successful RiME level. To do this, I analyzed the opening area of the game.
Annotated Map With Golden Path
I played through the level multiple times, in multiple ways, to understand how the level leads the player with an invisible golden path. I also found that the level succeeded in letting the player play the level at their own pace, supplying lots of optional areas with collectibles and world-building to find.
2. Concept
Theme
Expanding on Rime’s theme of each level representing a stage of grief, Guilt embodies a common emotion when dealing with grief and one that would be very present in the story of Rime.
Narrative
The boy awakes in the middle of a forest clearing. As he explores, he discovers a world that seems to be built for humans. The architecture feels slightly Mayan with geometric shapes and stone being very prevalent. The boy quickly discovers that this area has been inhabited by a friendly species of tiny, fluffy creatures. These creatures help the boy solve puzzles as he leads them around with glowing orbs that they seem to follow. The boy eventually realizes that these orbs can be used as a power source, and that a lot of it is needed to power the exit. The boy looks up and sees a huge ball of light, on top of a nearby temple. That ball seems about the right size for the exit gate power plug.
Diagrams
Parti diagram describing the relative positions and sizes of the different sections of the level.
Bubble diagram showcasing the connection and movement possibilities between areas throughout the level
3. Prototype
Building a playable 3D Greybox