Roles: Level Design
Tools used: Unity, C#, Proprietary Tools
- This game was a joint project between WayForward, Dreamworks, Netflix, and Outright Games. Guillermo del Toro was on call as well.
- The main challenges of the level design was to keep things streamlined. It was very easy to make a game that was far too difficult, but after getting some help from the Lead Level Designer, streamlining became an easier task.
- This game was built with younger children as the target audience, so streamlining was extremely important in regards to making sure this audience was having fun.
- I was also in charge of designing “puzzle rooms” in which the player would have to solve a puzzle before time ran out.
- I built both single player levels and co-op levels. The co-op levels got cut due to space issues, but having the experience to design co-op levels was a good experience indeed.
- Co-op isn’t the main draw of the game, but it has arcade-style “press start to join” so solutions had to be thought of when the main level when the second player arrived to make sure the game wasn’t immediately broken (the second character had a teleport that could go though walls).
- My solution was to add co-op only obstacles that triggered only when the game sensed the second player was playing.
Trollhunters: Defenders of Arcadia is on Steam, Nintendo Switch, Playstation 4, and Xbox One