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Exhibition Escapades

Below I explore the level design concepts used throughout my project Exhibition Escapades.

Leading Lines lobby.png

Leading Lines

Lobby area

Throughout the main lobby area I use leading lines to drive the player to paths 1 and 3 as path 2 is blocked by a gate.

Leading Lines

Artifact Room

This trend continues where the display cases used for platforming in the artifact room, double as leading lines to the artifact and ending area.

Leading Lines Artifact.png
Openings Attract Lobby.png

Openings Attract

Lobby area

In the lobby area of the museum I attempted to litter the ground area with lasers making it difficult to traverse. I hoped to make the ground feel claustrophobic enough to push the player upwards onto the platforming opportunities. 

Openings Attract

Path 1 and 3

I also attempted to use openings attract on my paths 1 and 3 by making them transition into a brightly lit hallway rather than a lockpicking door. I hoped the light coming from this opening would pull players in.

Openings Attract path 1 and 3.png
Laser Gate Opening.png

Gate

Lobby area

The main laser gate in the front lobby serves to force players onto either path 1 or 3. This gate can be disabled by a side objective on path 3. I hoped this opening would also serve as a landmark/opening that players see and strive to get on the other side of.

Color Language

Throughout my level I tried to use color language consistent to accepted game norms. Enemies and lasers that hurt the player are bright red, while interactive objects are bright yellow.

Color Theory.png
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