Level Design in Boogie Beyond
- Abyssal Inc.
- Jan 26, 2024
- 2 min read
Updated: Mar 26, 2024
Level Design in Boogie Beyond has been a central element to its development. The layout of the Club Cosmic nightclub has undergone various design iterations as the vision of the game has shifted. Care was taken in the design of the environment to give the illusion that the player is walking from the 80’s into the 70’s as they progress in the game.
The earliest level designs of Club Cosmic featured a basement and smaller rooms designed with elements for mystery and exploration. However, a common issue in VR is motion sickness, so we iterated on our gameplay loop and investigated accessibility options to avoid user discomfort. From testing and research, we decided upon a teleportation style of movement where players point to teleport around the 3D space rather than use a joystick. This style of movement favored an open floor plan which led us to consolidate many room ideas into points of interest in one main space. These key areas allowed for branching progression at the player’s pace and the gameplay loop was adjusted to promote exploration and progressed when the user completed dance battles.
One early level design uncovered some unintended outcomes during playtesting. By providing multiple direct paths for players to choose in the level, players often reached the back of the club and missed key interactions in the open club area. We have since modified these player path choices to branch and lead the player through interactions before guiding the player through the club. This change put more emphasis on interactions in the club and made it easier for players to sense their progression.
A core concept I follow when designing environments is that every angle and space should be picture worthy. By keeping a common density and unique placement of objects throughout selected spaces, it allowed me to increase interest and create a natural feel for the players. Concepts of “landmarking” and “leading lines" were utilized in the level to catch the interest of players and lead them through progression. Unique and identifiable models contrasted from background elements as points of interest and landmarks to catch the attention of players and help smoothly guide players around the level without being invasive. Leading lines were considered in texture patterns, orientation, and the production of 3D models. This helped subconsciously direct players through branching paths and crowds of NPCs using direction that was hidden in plain sight. The culmination of these elements is what allows Boogie Beyond to feel fluid as players explore the level.
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