JOAN FORTUNY
LEVEL DESIGNER
Sunrise Countdown
Mirror's Edge Custom Level
INTRODUCTION
This Level is inspired by Mirror's Edge Catalyst. I set it out to have a visual style mix between the first and the second game with the mechanics of the first.
This was a solo level design jam project that included specific requirements. The Level had to be non-violent and have verticality.
PROJECT DETAILS
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Developed in 1 month
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Mirror's Edge Level Editor (Unreal Engine 3)
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Level Design
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Set Dressing
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Scripting & Lighting
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AI Scripting
PRE-PRODUCTION

BOARD
Before starting any projects I always find it very valuable to make a board, it's something I can come back to at any time during the project to make sure I'm not deviating too far from my initial idea.

REFERENCES
For this project I was inspired by Mirror's Edge Catalyst so I launched the game and took screenshots and recorded many videos, in the other hand the level is set to be under construction so I gathered many references from construction zones.
BEFORE & AFTER OVERVIEW

ITERATIONS
During my Blockout process I had to make a lot of iterations to make sure the flow was good enough on all chunks so the player wouldn't get bored, the only exception being the start of the level so the player can familiarize on what's to come. I also wanted the intensity to progressively increase as the player advanced in the level.
LEVEL WALKTHROUGH


Describe your image

Describe your image

LET'S START!
Once the player takes control I like to frame the view on the player's objective.
On the other hand I like to make the first area more "open" to explore it so that the player can become familiar with the setting.




LEARN THE MECHANICS
Now that the player has left the first area, I like to introduce them to puzzle mechanics. In this case all the scaffolding section makes the player learn the timing and mechanics the game offers.




ANTICIPATION
Before the player encounters the enemies, I start to give some glimpses: like the heli flying towards the player's goal, how the enemies rapel off the heli and how they take the lift to the area the player will eventually reach.




FIRST ENCOUNTER
All the build up led to this moment, at this point the player can either decide to go through the enemies and take the fast but dangerous route (green), or take the slow but safe route (blue). The AI is placed in a way so that even though the player will go through them they wont interfere right in the middle of the route.




AFFORDANCE
While letting the player explore on their own is great we don't want them to be completely lost since that would make their experience a lot less enjoyable.
To remedy this issue I added affordance to discretely guide the player. Using wires on the floor leading to the right direction, a framed hole to go through it after a jump or even footsteps on the wall, they unconsciously guide the eyes of the player towards where I want them to go.




ENDING
After all the player went through, we give them some fresh air before the final cutscene and we lead them effordlessly towards our final goal.
The ending's main goal is to let the player relax and enjoy some beautiful views from the top of the building they previously climbed with some calm music and good wind SFX.
SECONDARY OBJECTIVES
"Mirror's Edge" is a linear game, but when you do explore you are rewarded with a hidden runner's bag.
These are collection items you don't have to find, but for someone who aims to get everything out of the game, they are a nice addition.
If a player goes into an area where there is no path forward, offer a reward for exploring - not every time but some of the time.


AI SCRIPTING

