Stray Blade - Level Design

Contribution Overview

Joining the project only the blockout for the Everforest and a very basic layout for the Convergence were created. My main tasks for the first months were to create full working blockouts for all of the remaining levels, which totals to 3 main regions, 3 associated boss arenas as well as the arena for the final boss.


The levels were designed to fit specific story beats as well as supporting dynamic combat encounters and (mainly) optional puzzles and exploration opportunities.
As the timeline was tight the blockouts were created one after the other while iterations happened throughout the development as soon as playtesting happened. Part of the blockout phase was also setting up general level logic and placeholder scripting for new mechanics as well as initial setup for enemy encounters to ensure full playability from the start.

On finishing a blockout the level was handed over to Environment Art with a extensive briefing and walkthrough. Further iterations were either directly implemented by me or prototyped with a layered blockout and handed back to the artists.

Level Overview and Navigation

The Convergence

Key facts
  • first map I worked on
  • center of Acrea, serves as kind of hub area, connecting the three main regions and biomes 
  • player has to traverse Convergence after each major boss to get to the next area
  • Split in thirds defined by metal veins splitting the land into three biomes representative of the main region closest to it
  • Still counts as its own distinct region characterized by brooding atmosphere, heavy focus on combat and battlefield “biome”
  • development saw many drastic iterations to core elements of the region:
    originally planned to house head quarters of three enemy factions, interconnection of regions was iterated multiple times

Scroll down a bit if images are not loaded immediately.

Drag
Drag
Drag
Drag
Drag
Drag

 

Tamed Peaks

Key facts
  • first major level with full concept and creation ownership
  • mountain and ice biome
  • main region of Blackclaw Clan faction
  • first level built around narrative structure instead of the narrative being adjusted to the level
  • linear narrative structure with optional exploration
  • significant scope reduction compared to Everforest and Convergence to fit production constraints
  • core level concept: parts of the environment are frozen over during your first visit and will be thawed after defeating the mini boss of the area, revealing new areas and reframing visited areas
  • colosseum and mines as major POI cornerstones

Scroll down a bit if images are not loaded immediately.

Drag
Drag
Drag
Drag
Drag
Drag

Seething Wastelands

Key facts
  • smallest region, shortest development time
  • desert biome
  • main region of Church of the Observer faction
  • early commitment to designing this region with an Open World structure, allowing the player to progress and visit areas in any order
  • core level concepts: three mini bosses instead of one, poison gas requiring planning and immunity management, activation of three towers in any order as main level goals
  • initial design pillars focused on winding paths and long sightlines

Scroll down a bit if images are not loaded immediately.

Drag
Drag
Drag
Drag
Drag

Erray's Spire

Key facts
  • extended boss arena leading to the final boss
  • Spire featured in center of Convergence, visited multiple times from the beginning of the game to the end, offering a satisfying experience to finally enter it
  • gameplay goal of testing the player’s puzzle solving ability during the ascent before presenting the final combat challenge with Erray – the final boss
  • only area combining all three abilities for puzzles to match rising tension of game finale
  • multiple drastically different iterations before landing on the final one (see below)
  • emphasizing hermit character of Erray with limited architecture and modifications
  • flying ruins and rocks elevated by magical storm were solution to production problem of needing to otherwise create bespoke unique assets, also leaving room for flexible iteration needed on puzzle adjustments
Credits

Art Director: 
Marc Fenselau

Environment Art: 
Katarzyna Mnich
Sven Majerus

Scroll down a bit if images are not loaded immediately.

Drag

Erray's Spire was one of the levels that received the most iteration steps due to its relatively compact and self-contained but important nature. One of the key aspects of the level was the combination of abilities to create a puzzle space leading up to the final boss. The player is at their full power here and we wanted to use this opportunity to combine ability usage for unique puzzles not seen anywhere else in the game wrapped into the ascent of the Spire. The first step of this process was figuring out possible puzzles and their spatial arrangement into a path leading upwards. These puzzles could be kept throughout iterations in various forms but initial blockouts varied in their complexity of the required environment art work. Ultimately the most complex version modeling out a full playable interior had to be scrapped due to production constraints in favor of reducing the gameplay inside the Spire to a minimum and relying on flying platforms outside of the Spire for most of the gameplay. This is a playthrough of this iteration before the one ultimately used in production and the final game.

Boss Arenas

Key facts
  • three main bosses fought at the end of their respective regions
  • simple level design, focused on boss fight itself
  • Architecture and style of arena dictated by character and lore of bosses as well as needs of unique boss fight mechanics
  • Uskol’s arena was reworked to fit reworked boss fight, still fitting initial concept

Scroll down a bit if images are not loaded immediately.

Tezuth's Arena
Drag
Drag
Uskol's Arena
Drag
Drag
Ingla's Arena
Drag
Drag
Drag