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Shane Nielsen
Game Designer
Specializing in Multiplayer, Systems and Quest/Level Design
Spectrum Anchor
Level Designer
Spectrum - Created in Unity
Description: Spectrum is a 2D platforming adventure game, where the player manipulates colors to reveal hidden platforms within the world. The player takes on the role of a heroine, Ivory, who is trying to save humanity from a disease that has taken away people’s ability to see colors. Ivory gains control of a device to see and change between three colors (Red, Green, and Blue) in order to reveal hidden platforms and monsters.
Teaser clip
The Level
Goal: To teach create easy to hard difficulty puzzle layouts using the color-switching mechanic.
Tasks:
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Planning and white boxing initial layout for three levels.
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Testing and iterating on puzzles and enemy encounters.
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Ensure difficulty ramps from beginning to the end of each level.
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Ensure each level has unique and challenging layouts.
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Work directly with the programmer and artist to implement features and level ingredients.
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Polishing level with final gameplay balance tweaks and art props.
Finding the Blue Crystal so now you can switch between two colours. | |
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Finding the Green Crystal so now you can switch between three colours. | After getting all three colours you can use the colour blast to reveal hidden rocks around you. |
Bats and other creatures lurk within the caves, careful they will kill you. | After switching between colours platforms colours linger for a moment helping you remember where they were. |
Some puzzles require you to switch off your colour then back on to land on the other side. | If you switch a colour on in the middle of a platform you die, so timing is key. |
Some require you to fall and switch a colour on before hitting the spikes below. | Certain creatures for each colour will attack if you notice them. This is the bat like evolved creature. |
Ammo boxers are hidden just off the path for the explorer like player. They require slightly harder puzzles to pass by. | Not all paths are straight, you can choose which way you want to go. Some ways have more enemies some have more spikes. |
Towards the end of the game longer strips of spikes and smaller platforms challenge the players platforming and memory skill. | Messages on the rocks leave hints for you. Here the hint is trying to get you to remember sequences of colours. |
The Good:
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It was my first time creating a map for a puzzle platformer game, it helped me step out of my comfort zone and try new puzzle combinations.
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As I built each level I kept learning new puzzle techniques and combinations to try while increasing the difficulty of the progression.
The Tough:
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Most of my experience with games comes from playing FPS's or RTS's. When planning the level layouts I had to adopt new strategies for thinking such as creating button patterns for switching colors.
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Using only a few level ingredients creating different unique puzzles provided many troubles, small additions such as non-traversable walls provided me with fresh ways to switch up repetitive combinations.
The Awesome:
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Everyone that played the game said it was an awesome and unique way to play a platformer.
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Everyone on the team took away many best practices such as pre-planning and the importance of scrums, which we all took into our final projects.
The Team
Shane Nielsen-
Level Designer
Jerry Hsu
Project Manager
Emily Eror
Artist
Cassio Sylva
Programmer
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