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 Level Design

Inspiration

We needed a level that showcased all of the game's mechanics and gave the player a large space to explore. A grocery store felt like the perfect place for our little ferret to get lost in, and find a plethora of various items. I started with an architecture sketch on grid-paper to be converted into a block level in Unity.​

Execution​

I wanted to take advantage of the tall shelves by having the player jump between them. Since platforming was not the game's main focus, I opted for larger aisle signs to shorten the gaps between platforms. I also hid pressure plates on the tops of shelves so that exploration to higher levels was necessary to reach them.

Challenges ​

The main hall had a lot of NPCs that added too much risk when reaching certain puzzles. So I expanded the store to include walled-off rooms, preventing them from spotting our furry friend. It also gave the player more places to hide whilst also trapping themselves in a dead end if they were not quick enough.

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 Trailer

I edited a trailer together using in-game footage from the beta release of the game. My main goal was to highlight the Animal Heist's main mechanics and also show off elements that the team enjoyed making. If you'd like to see more, you can download the game on itch.io.

 Screenshots

© 2019-2024 Kevin Van Doormaal,

Double O Double A Media,

All Rights Reserved.

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