Cooper Yang
About Me Projects Archive Itch.io Email LinkedIn Resume

Zhuang Zhou Dreamed of Butterfly - Level Design

Level Designer
Daoist Butterfly 3D Platformer

Design Goals

1. Narrative Immersion:

- Design levels to transition players from the realistic museum to the dream-like shanshui world.

- Use environmental storytelling to reflect themes of duality and transformation.

2. Flying Mechanic Integration:

- Center levels around the butterfly's flying mechanics, emphasizing freedom and exploration.

- Use pedestals as visual guides to direct player navigation.

- Incorporate verticality for layered challenges and multi-directional paths.

3. Guided Exploration:

- Utilize environmental cues like lighting and landmarks to subtly guide players.

- Balance clear progression with opportunities for open exploration.

Design Process

Step 01 — Mood Board
Mood Board

Take inspiration from real world museums and Shanshui Painting.

Step 02 — Metrics

- Established uniform metrics for pedestals and hoops during the white box phase to ensure clarity and consistency throughout the level.

- Defined pedestals as stationary platforms and hoops as wind-boosting elements, each with a distinct purpose to aid navigation.

- Maintained consistent dimensions and functionality so players could easily recognize and interact with these elements without confusion.

Step 03 — Props Position

Strategically positioned hoops and pedestals to create a seamless flow, allowing players to maintain momentum while navigating the level.

Step 04 — Level Art

- Incorporated simple level art, including props, to enhance the narrative and immerse players in the environment.

- Applied shaders to terrain to evoke the shanshuihua (Chinese landscape painting) aesthetic, creating a dream-like, painterly feel.

- Ensured that the artistic elements complemented gameplay without overshadowing the clarity of navigation or mechanics.

Playthrough