Unreal Development Kit – Monster Mafia

Level Summary

Development Time: 5 months

Team of 13 people: 3 Programmers, 5 Level Designers, 3 Artists, 1 Game Designer, and 1 Team Lead

Position: Level Designer

Project Description: Monster Mafia is an orthographic dual stick shooter/dungeon crawler. The main concept of the game is that it takes place during the 1950s and features monsters and ghouls as commonplace. The player plays as a skeleton hitman who is off to get even with the mafia boss who betrayed him. I was the level designer on the third level which contained the initial concept of creating a transition level between two boss battles. Because my level is later in the game it needed to have a harder difficulty then the levels before it. Below are some goals I set for myself when making the level.

Goals:

Link to Game

Monster Mafia

Documentation

Level Design Doc

Level Breakdown

Image

Overview of my level

Goal 1: Introduce the strong enemy spawners in an interesting way

> Return to the Top of the Page <

Strong Enemy Example Index:

Strong Spawners Drive Up In Cars

What I Did and Why

  • WHAT: Made it so that the strong enemy spawners drive up in a matinee
  • WHY: Because I wanted to introduce them to the player in a unique way
Strong Spawners drive up in cars

> Return to the Example Index <
> Return to the Top of the Page <

Strong Enemies Rush The Player

What I Did and Why

  • WHAT: The player must fight the strong enemies in close quarters
  • WHY: To give the player a taste of what is to come later in the level
Strong enemies rush the player

> Return to the Example Index <
> Return to the Top of the Page <

Goal 2: Make the level challenging

> Return to the Top of the Page <

Challenge Example Index:

Close Quarters Attack

What I Did and Why

  • WHAT: The first encounter of the level is close quarters combat with basic melee enemies
  • WHY: To get the player used to fighting in close quarters before introducing the stronger enemies
Close Combat Attack

> Return to the Example Index <
> Return to the Top of the Page <

Enemy Attacks From Four Different Locations

What I Did and Why

  • WHAT: Setup an encounter where enemies are coming from four different locations
  • WHY: To up the tension in the level and get the player used to fighting more enemies at once
Melee and ranged enemies from 4 different positions

> Return to the Example Index <
> Return to the Top of the Page <

Enemy Attack From Behind

What I Did and Why

  • WHAT: Setup an encounter where enemies suddenly spawn behind the player
  • WHY: To change the pace of the level and keep the player on their toes
Surprise attack from behind

> Return to the Example Index <
> Return to the Top of the Page <

Long Range Enemy Attacks

What I Did and Why

  • WHAT: Setup an encounter where the player is being attacked from off screen
  • WHY: To help the player practice their dodging ability
Long range enemy attacks down a corridor

> Return to the Example Index <
> Return to the Top of the Page <

Goal 3: Provide the player with a fun and exciting conclusion

> Return to the Top of the Page <

Conclusion Example Index:

Survive The Infinite Waves of Enemies

What I Did and Why

  • WHAT: Setup a unique encounter that pulls the camera back and forces the player to fight an infinite number of enemies as he/she waits for a door to open in order to escape
  • WHY: To give the player a memorable experience and have them use what they have learned through earlier encounters in the level
Survive the infinite waves as the door opens

> Return to the Example Index <
> Return to the Top of the Page <