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Marrowtide

Level Design
My primary role while working on Marrowtide was to design the boat levels which appeared throughout the game, randomly ambushing the player as they sailed to the next map. These maps were supplemental and small, so I created about three different types of maps for the player to encounter. I chose a dark, foggy aesthetic for the lighting with a green tint to make an unsettling atmosphere for the player, as their ship is being attacked by fish monsters and skeletons. The space I had to work with was limited, so to avoid making the level too tight I had to be conscious about the obstacles I placed in the level.
During the creation of the introduction to the final level, I collaborated with the design lead for my team to create a final boss worthy of our game. The final level would introduce with my level, a beach on an island with a massive cave. There'd be a green mist pouring out of a cave just outside the boundaries of the level which would grab the player's attention, implying this is the next area the player will move too. After clearing the enemies on the beach, they'd be placed into a level within the cavern, fighting a kraken within a cave. There'd be a hole within the roof of the cavern leading to the outside, allowing sunlight into the arena. The cave takes inspiration from secret pirate grottos seen in other types of pirate games. During the actual creation of my level, I took great care thinking about the movement speed of the enemies and the player, placing obstacles which would allow the player to artfully avoid damage from opponents or accidentally get themselves trapped and defeated. There are spots within the level which were made with certain cards in mind that are staples of our game. I added sections to push enemies into the water, or choke points to place caltrops and other traps. I also made sure to give the beach an overgrown feel, since unlike other levels within our game I wanted this island to feel untouched by humans. I did this by not adding a dock, yet there were supplies around the island. The crates around the island are supplies the enemies had stolen, giving some environmental storytelling to a game which has no story.

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