Stuart Spikes
Game Designer, Narrative Designer
Level Designer
Circuit Breaker
Level Design
I initially started off as the producer for Circuit Breaker. As we all know, things happen, scenarios change, people leave and gaps need to be filled. I stepped into the role of Level Designer and the following is my process from grey boxing a concept to the full realization of the level.
The Beginning
Above you will see a slideshow illustrating the initial grey box of the level (with colors added to illustrate different segments for the artists). As playtesting took place, the scale of the level shrunk and the atmospheric theme began to shine through.
I rescaled each circular platform down by about a fifth of its original size, lowered the platforms, changed the shape of a few barricades to allow for more moveable space and added ramps to show that you are able to play on the flat ground as well as the platforms and bridges. To encourage the player to use the largest platform, I am using item pick-ups placed on the upper most platform.
For the benefit of the players and the artists, I added makeshift foliage and rocks to indicate the playable area as well as to give it the feeling of two robots fighting on ruins in the middle of a dense forest atop a floating island.
Forward Progression
The level is starting to come together. I have been working closely with the art team to establish the direction we should take when creating assets for the level. It's important to outline the playable area with pieces that accentuate edges and boarders without it being interruptive or distracting to the players. The players need to understand where they are able to duke it out with one another without having to think about where they can and can't go.
Here things are starting to progress even further. We are zeroing in on the aesthetic of the level more and more every day. As the artists create and add more assets, I too go in and adjust the playable area and continue playtesting so that we can ensure the scaling and camera combined with the lighting are appropriate for the player. We also continue to make sure that the playable area is communicated properly so that there is no confusion between where the player can go and where they cannot.
The Final Product
The final rendition of the level is completed. It underwent several iterations and rigorous playtesting so that we could hone in on what helped distinguish the playable area from the nonplayable area but also helped make both feel like a cohesive and real space. We added thick cel shaded lines in post in order to align it with a factory level that's also in the game so that despite the uniqueness of the levels, there was continuity within them.