In an effort to improve my level design skills, I have been challenging myself to make mock-up maps using existing games as a design brief. Fall Guys was my choice for this particular challenge because whenever I would play the game, I was always so entranced by the variety of the various level types and layouts. Every game was exciting and fresh because you had no idea what was coming next. I also used this opportunity to try and make my mock-up level in Unreal Engine in order to build my proficiency in the engine.
Section 1: See-Saws
Pictured above is the first section of the level which uses the see-saws to create a dynamic series of choices for the player. There are three main paths that the player could potentially take: Low, Middle, and High. The higher the path, the quicker the player can get to the next section, but also the higher the difficulty of reaching that path. The High path is the same height as the checkpoint before the next section starts, and is complete with a big hammer which can launch them further into the level (and hopefully not to their immediate doom). The Middle path is an icy zig-zag path which would likely be used by people who tried but failed to make it to the highest path. Players need to be careful landing on the narrow platform, and must carefully run their way up the slight-incline to the end of the section. Finally, the lowest platform is by far the easiest to get through in a crowd, as it sits lower than the see-saws (the other two paths are even with or slightly higher than the middle of the see-saw), but has several turn stiles which can become clogged if players are pushing in opposite directions. This path ends with a fairly steep incline up to the end of the section.
This level would be one of the first stages, when there are still many players left in the game. As players run through this section, the see-saws will start to tilt more, which will allow for some players to make it up to the higher platforms. If too many people attempt to do this, however, the see-saw will lower again. This dynamic shifting will provide immersion to the players and give them just enough agency over the other players to keep things from being too predictable.
Section 2: Fruity Belts
While the first section focuses on the players able to affect their opponents through shifting the see-saws, the next area is much more focused on the players' battle against the level itself, and the random giant fruit being rocketed toward them. A checkpoint marks the beginning of this area, allowing for fallen guys to have some saved progress when they respawn.
The yellow platforms are conveyor belts that are mostly moving forward, encouraging the players to quickly run through. The final conveyor belt, however, is moving the other way, which can potentially mess up the timing of the players and cause them to fall. Players may also opt to use the circle platforms, as long as they watch out for the spinning bars. A hit from these could either send them flying forward, or else some other direction they may not want to be sent. From this section, It is a simple run up a final slope to the finish line!
Design Retrospective
This challenge was incredibly useful in putting me into the design space of an existing IP rather than having full freedom to make a level for any imagined game. I plan to continue this challenge by making levels for other games, doing my best to capture the essence of the game within a unique and creative level. If I had to do this project again, I would want to get a better grasp of the metrics used within the game and apply those toward the scale of the various objects and the spacing between them. Aside from that, I could honestly see this level as a usable addition to the game, and I would absolutely say that this challenge was a success and a worthwhile experiment!