Lyra - Level & Gameplay Balance Design
This Project Showcases some of my level design work, showing multiple iterations of a map layout and what changed based on user testing feedback.
Using Lyra, a system implemented by Unreal Engine 5 for testing and rapid prototyping fast paced combat levels, I developed a map known as Cargo Town.
Inspiration for the project began when I was playing an old game. In the game there is a fast paced combat "port-themed" map. This is where I wanted to create my own map based on a cargo theme and see what I could do with the idea and develop it in time for an upcoming playtest session. I started from a node map, developed it into a level plan and then brough it to life in Unreal once I had worked out all the player path lengths on a Melan diagram.
Please note: my voice over in these videos is a little fast paced as I was bound to a time restraint in these videos as they were part of a submission to the University of Gloucestershire.
Final Development Video
In this video I cover the iterations of design the level experienced during the final parts of the project, including the theory behind each change, what the feedback was and how I changed the level to reflect that, leading to high level reviews of 9.2/10 in feedback from a cohort of 27.
Mid Development Video Update
In this video I demonstrate the gameplay feel of the earliest playable prototype of the level. You may notice in this video a few issues that arise during gameplay, however these are addressed in the video above.