Morgan Finn - Game Designer
N++ Levels
In 2023, I created a series of six N++ Levels themed around the shadow cloning mechanic. I demonstrated how I could create unique levels with interesting layouts, despite N++ being a very simple game. I also demonstrated how I could create each level for three different playstyles (Casual, Completionist, and Speedrun).
Pre-Production
Below is a link to my Pre-Production document for my N++ Levels. I documented what Gametype, Story, Visuals, Gameplay Mechanics, Pacing, Audio, Effects, and Objectives the level would contain. I also created a papermap, which translated to a level currently in the game.
Production
Milestone 1
During the first week of building levels, I played the game to get a familiarity of how levels flow, but also created the first level. I explained my thought process for building it, how I went about building for multiple playstyles, and how you could increase the difficulty of the level exclusively for completionists by placing coins in harder spots.
Milestone 2
During the second week, I remade the first level to be more dynamic and flow better, as well as created a second level based on the paper map I made earlier. I also explored using interesting areas in combination with shadow clones to create unique situations for people going out of their way to collect all of the coins.
Milestone 3
During this week, I created the third level for the game. I experimented with a new mechanic (drones), which I eluded to in the past level. I also explored using set design by creating shapes in the walls and using mines as decoration. I also made certain shadow clone spawners to be obstacles that can be avoided, rather than being required to be hit.
Milestone 4
Continuing to experiment with the drones, I realized you can create timed rooms, which I decided to theme this level around. I experimented with holes in walls to make cycles, as well as a completely optional center room for people aiming to collect all of the coins.
Milestone 5
Feeling like something was missing, I decided to create a level placed between the first and second levels. Experimenting with a more open layout and a new mechanic, I created a route that allows the player to stick directly to the middle of the room, and allows them to explore the sides if they want to collect a majority of the coins.
Final Milestone
This video shows a complete run of each level I made with commentary over it. I show both the casual and completionist routes of each level, and explain my gameplay and layout decisions as I was building the levels.
Post Mortem
What Went Right?
The first thing that went right was my target goal of using the shadow clone mechanic in multiple ways. I was able to use it as an obstacle, as well as a manual collectible, across the six different levels. They became issues in a sort of "bullet hell room", were occasionally optional and avoidable, and added a sort of learnable skillset that the player could attain rather quickly. The second thing that went right was the differentiation between all six levels. Seeing the level layouts alone shows how different they are, as some are small and compressed, while others are very open, and all of them use different game mechanics. The variety definitely went right. The third thing that went right was my time management. I was never in a time crunch while working on the assignment, and I was able to work on levels in an efficient manner.
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What Went Wrong?
The first thing that went wrong was the creation of certain level layouts before I picked up a good method. Around the 4th level, I ran out of ideas. I was having trouble coming up with ideas, and the level layouts I was trying to make were kind of messy. This is when I tried to create an efficient method that would produce good results. I would make basic shapes, and expand upon them. Then, I would try adding the game mechanics. It ended up working well, but I did hit a roadblock at a certain point. The second thing that went wrong was the difficulty. The difficulty is nothing super past the base game, but it was a little bit harder than I intended for. With around 5-10 hours of playtime in the base game, though, all of my levels are completable. The final thing that went wrong was my understanding of the UI. I lost a lot of time trying to figure out the controls of the editor, and there were some features that I never really noticed upon my time using the editor. After watching a tutorial made by another UAT student, however, it started to make a lot more sense, and I definitely should have watched that tutorial earlier.
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What Did I Learn?
The first thing that I learned is how to be efficient in making levels. I used a lot less playtesting during the building process of my level than I normally do. Granted, the levels are a lot shorter, but cutting playtime during the initial building process actually helped me save a lot of time. I also figured out proper shaping of levels, which made it a lot more efficient. The second thing I learned is how to decorate and set design levels with a very limited selection of things to decorate with. N++ has pretty much nothing you can actually use to decorate levels, which means you need to get creative. I used patterns in walls, shapes of the layout, mine placement, and in some parts drones in order to make the level look more lively. I'm more skilled in set design as a result. The final thing I learned is that you can get really creative when it comes to making multiple ways to beat a level. N++ has a very limited building/playing area. This means that creating multiple routes should theoretically be pretty hard, but this isn't necessarily the case. Coins are ways to add completely new ways to play, and making multiple options for a player to go is a lot more possible than I thought beforehand. It's a very valuable lesson I've learned, and I'll remember it going forward.
Tutorial
Level Editor Controls +
Level Creation Process
As mentioned in the post mortem, I lost a lot of time trying to figure out the UI controls, as well as how block placement work. So, I decided to create a general tutorial on the level editor, explaining things like controls, how to place blocks, playtesting, and how certain mechanics work. I also explained my design process when creating a level in N++, which helped me to avoid mindblocks when designing levels.