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SQUARE ENIX Level Design Skill Evaluation by Philip Allen Donahue

Level Design Skill Evaluation by Philip Allen Donahue

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Page 1: Level Design Skill Evaluation by Philip Allen Donahue

SQUARE ENIX

Level Design Skill Evaluationby

Philip Allen Donahue

Page 2: Level Design Skill Evaluation by Philip Allen Donahue

Against insurmountable odds, this super human duo sets forth on their next mission: to disable all three invading pirate army ships filled with hundreds of evil sailors each aching for a chance to kill them.

Page 3: Level Design Skill Evaluation by Philip Allen Donahue

Two Heroes

Quietly, secretly, they climb aboard. While dismantling the propulsion and navigation systems on all ships, barricading the crew & creatures aboard, they rise up through teamwork and escape unscathed.

Page 4: Level Design Skill Evaluation by Philip Allen Donahue

Teamwork Prevails

Custom fighting styles, with rewards for cooperative play – a winning combination!

Page 5: Level Design Skill Evaluation by Philip Allen Donahue

When I was told that we were looking for a game like a two player God of War the first thing that came to mind was the idea of two super-human "hero" characters fighting side by side.

And for them to each compare to a god-like character like Kratos, they would need to be extraordinary.

I figured that two identical players would be boring so I thought that one could be super strong yet thin and agile, much like comic heroes Spiderman or Wolverine, while the other could be more of a "goliath" -super huge & insanely strong but slower with higher endurance (much like hulk or the thing).

Page 6: Level Design Skill Evaluation by Philip Allen Donahue

The fighting style would be such where each was a formidable opponent on their own but together they are virtually unstoppable.

These “Heroes” are able to pull this off by working together in a co-operative manner; the smaller player character occasionally climbing atop the shoulders of the larger one to dive off with increased momentum into a swarm of foes, damaging multiple enemies at once.

As another example, the larger PC can pick up the other and (using him as a weapon) can swing him around in a swooping motion while shoveling groups of enemies aside or off the edge into the sea.

Page 7: Level Design Skill Evaluation by Philip Allen Donahue

Launching the smaller character can allow the duo to break thru certain doors or windows allowing access not previously obtainable.

They are like a classic hero team (Batman & Robin, Sonic and Tails) and they work best together.

Certain containers, gratings and entrances can only be opened if both of them try at once and force them open.

Other scenarios, such as breaking your partner out of traps, or solving puzzles, reconnaissance, sabotage or espionage missions that one person could not accomplish alone, are typical missions for them.

Page 8: Level Design Skill Evaluation by Philip Allen Donahue
Page 9: Level Design Skill Evaluation by Philip Allen Donahue

Custom Co-op Fighting Styles

Rear of ship down hatch to Lower level 1 -Ladder to L2, push barrels to rudder controls. Set delay fuse to destroy RC, escape up ladder to creature cage under grating (asleep).

Page 10: Level Design Skill Evaluation by Philip Allen Donahue
Page 11: Level Design Skill Evaluation by Philip Allen Donahue

Unstoppable Partners

Throughout this level there will be swarms of flying parasites, hundreds of evil bloodthirsty pirates and giant creatures to fend off. All the while dodging land turrets and ground support each trying to prevent any disruptions in the pirate army’s plan to raid the ancient cave of artifacts and rape the villagers of their treasure and supplies… If not for your help this landmark is taken, and all hope is lost for this tiny village.

Page 12: Level Design Skill Evaluation by Philip Allen Donahue

The player in the Grate Creatures Lair must hurry by climbing up the rafters to the grating. The Grate locked & chained, and the creature will awaken after RC explosion or grate is opened. P1 is trapped and in certain doom if partner (P2) doesn't break chains and open grate w rope and pulley.

Page 13: Level Design Skill Evaluation by Philip Allen Donahue

"P2“ crosses the rope nets & sails to the midsection.Swarms of  huge flying parasites similar to mosquitoes attack. Ifthey connect they attach and others join to smother and bind until he falls to his death. Get to the grate, break the locks and release the pulley rope, opening the grate to free “P1” your partner!

Page 14: Level Design Skill Evaluation by Philip Allen Donahue

Multiple Paths

Intuitive Cameras that Zoom in during action and out when the players are separated.

Page 15: Level Design Skill Evaluation by Philip Allen Donahue

At the front section (bow) cannons can be used to block the crew from rushing the deck or used to fight against land turrets if spotted. Once the enemies on each ship are trapped or subdued, the heroes escape to the next 2 ships via rope or plank bridge and repeat with slight variations in enemies & layout of obstacles.

Page 16: Level Design Skill Evaluation by Philip Allen Donahue

The last ship closest to land is escaped by lowering the collapsible front and riding the escape boat to the island thru the cave to the ancient treasure trove. If our heroes can avoid the land turrets, cannon fire and swarms of crew and creatures… the village, and it’s ancient artifacts might just survive.

Page 17: Level Design Skill Evaluation by Philip Allen Donahue

Thank you for your Time and Consideration.

Philip Allen Donahue