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Demon's Heaven

Arena Hack & Slash

2 Month Project (2019)   |   11 Team Members   |  Game Design and Level Design Roles

Development

Level Design

World & Gameplay

Game Design

Features & Systems

Game Design

Features & Systems

Inter-disciplinary Project

Demon's Heaven was the first project I worked on with other disciplines (artists and programmers). For this project, specific roles within each discipline were vague; the team did not have a dedicated level designer, environmental artist, gameplay programmer, etc. As a result, everyone picked up disciplinary tasks that were priority in different stages of the project.

Enemy Design

Designing the enemies, waves and the control scheme had been tasks I picked up for the project. These tasks, especially the enemy and wave composition, had informed me greatly when picking up the level later in the project. It was an eye-opening experience for me, as I learnt that a level designers role doesn't just consist of building a level, but also involves understanding the systems and features available to them in order to create fun and memorable moments.

Demon's Heaven: List

Level Design

World & Gameplay

Level Design Basics

Demon's Heaven had been my second project where I did level design. Due to us having a hub layout, my personal goal had been to focus on readability. As a result, most of my learning outcomes had been in staging and framing levels through asset placement in order to communicate to the player where to go next. 

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Demon's Heaven: List
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