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Neon White Level Design

Neon White (2022)

Senior Level Designer

Level Design, Mission Design, Design Rework/Iteration

As Sr Level Designer, I was responsible for 85/97 of the main story levels (mission 1-10) over 2 years

Design Philosophy

Each level was 20sec-5min on first run through

5min-multiple hours total playtime per level depending on player

Designed for  replayability with focus on shortcuts, speed and flow

Unique geo, level flow, mechanic interactions & theme for each level

Process

Unity, Maya, Pen+Paper - blockouts in Unity Editor

Maya & Substance Painter for specific assets

"Neon White has some of the best level design I've ever played in an arcade-style game."

"Levels are deceptively simple at first glance, at least the early ones. For the most part, levels are short but layered playgrounds that beg you to figure out how to get across them as fast as you can."
Neon White Level Design Escalation

Level Design Breakdown

Escalation (Mission 9, Level 1)

Mission Design Goal

Escalation was designed as the opening to Mission 9, where the player finally had access to all abilities and learned all the enemy types.

  • M9 levels combine all abilities to challenge the player and show them how far they've come.

  • The levels also mark an increase in length and intensity compared to previous levels, as the final "normal" mission of the game.

Central Idea

Each M9 level focused on a single ability or enemy, to give the player a final challenge with it and to see how far I could push each mechanic. Escalation focused on the Elevate ability. I began designing the level around the idea of a triple jump shortcut that would cut out a huge portion of the level.

Building Shortcuts

The opening of the level is designed around creating a clear and visually memorable setpiece. This clarity helps the player figure out the main shortcut on their own, as the left half of the opening is completely skippable. It also cements the level in a player's mind if they return to replay much later.

I used mimic enemies to allow the player to shortcut, as they die in 1 hit and insta-kill enemies around them - players can kill larger groups of enemies from a distance.

Mimics also insta-kill the player, making them more useable in the beginning of levels, where getting oneshot and restarting is less disheartening.

Difficulty Ramp-up

I often front-load the more aim-intensive, difficult challenges at the start of a level and add easier, more power-fantasy encounters towards the end to prevent replaying from becoming exhausting.

 

If players must restart, it's better to do so after 10 seconds, not 30.

Shoot twice to clear the entire left building

Cutting Through the Level

Since Escalation was designed around the Elevate ability, each shortcut uses it in a unique way

Shortcut 1: Triple Jump

Main Path 1

Shortcut 1

Shortcut 2: Barrel Jump

Main Path 2

Shortcut 2

Shortcut 3: Saved Elevate Card

Main Path 3

Shortcut 3

Instant Reactions

The core of NEON WHITE is putting players in instant-choice situations and allowing them to react and succeed in the encounters their first try while never slowing down.

 

1. Timing is king - too fast and players feel an encounter was unfair and required trial and error, too slow and it's boring.

Bursting into area with no floor, must use elevate to save yourself

2. Introducing abilities and giving the player sufficient time to master that ability before requiring it in difficult situations was essential.

3. Readability was the final puzzle piece. Encounters needed to be crystal clear in an instant, so enemy and item location, spacial design, and silhouetting was extremely important.
 

This design style was KEY to making NEON WHITE addicting and fun for players of all skill levels.

Breaking into area, must jump over bullets and shoot barrel

Climactic Finale

The final sections of the level focuses on larger, more freeform movement abilities.


I often end levels with lots dashes, stomps and explosions - to give the player speed and power without requiring as much aim.


It's a nice reward and ramp-up of power for succeeding on harder early encounters, creating an enjoyable emotional journey.

Dashing upwards, ascending through rooftops above the starting point

Closing Remarks

Escalation is one of dozens of levels I made. As one of the later levels, I had figured out what types of encounters and spacial designs worked for such short-form level spaces.

Even though the level's length only lasted between 50 and 28 seconds, players spend anywhere from 20 minutes to multiple hours discovering the hidden shortcuts and replaying for perfect execution.

Escalation with all shortcuts

Neon White Level Design Breakdown Dasher

Level Design Breakdown

Dasher (Mission 2, Level 3)

Level/Encounter Design Goal

  • Jock Enemy Tutorial - fighting, health amount, drops

  • Rifle Shooting Tutorial - ammo count, killing enemies

  • Complete level experience through short encounters - low intensity to high intensity over level length

CLICK IMAGE FOR SPACIAL PROGRESSION

Diverse Architectural Spaces for Gameplay Variety

Design Breakdown by Encounter

RIFLEJOCK_7_edited.jpg

1

2

5

3

4

Level Overview

Click Image for Design Explanation

3

Rifle Shooting Tutorial

1

Opening Shot

4

Godspeed Dash Practice

2

Jock Tutorial Encounter

5

Jock Kill + Dash Climax

Torn Ravine Level (2020)

Unreal, Maya Greybox

Level Design greyboxed in Maya, Built with Asset Pack in Unreal Engine

"Long ago, a giant lost its final battle, and in its death throes tore its sword through the ground, revealing a world just below the surface"

level_top_nowall_legend.jpg
  • Upwards + Forwards Momentum towards clear destination (Sword)

  • Use of light, vegetation (color), items, and environment leading lines to guide player

  • Hidden optional areas that reward player curiosity and spacial awareness

WAVEBENT (2017)

Multiplayer Level Design

Creating Coherent Design in an Unorthodox Environment

Designed the main Sphere-Gravity Map with a Fragmented Dyson-Sphere structure surrounding a Black Hole, where players move and fight inside the sphere

  • Utilized Wavebent's unique gravity mechanics while having distinct play sections.

  • Designed around wave gameplay requirements and mitigated confusing movement and perspectives.

Design Process

map.jpg

DESIGN GOAL:

  • Emphasize Gravity Bending Gameplay

  • Level Gravity and Shape allow unique interactions with Player abilities

 

Inside a Sphere

  • Players traverse platforms inside of Sphere

  • Black hole in center + death zone  outside kills players in both inward + outward directions

INITIAL CONCEPT

deathmatch_blackhole.PNG

First pass was unique and relatively fun to play in, BUT

  • There were too many angles of attack

  • Players would often fight enemies straight above them; therefore players

    • Couldn't see the platform they were on

    • Would walk off platforms

    • Would be hit by wave attacks they could not see or anticipate because they would not be looking at the ground

FIRST ITERATION

wavebentLevel.png

To solve these issues:

  • Cut map in half: stop awkward LOS angles

  • Created routes and curated platform layout

  • Pillars block LOS & stop cross map sniping

  • Separate sections for varied gameplay

    • Outer Platforms for basic, clean fighting

    • Center Circle for absolute chaos

      • multiple angles can easily access

      • required to quickly move cross map

FINAL ITERATION

Wavebent Level Design
Unreal Level Design
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