Backbeat

Backbeat as a Level Designer


In the Backbeat project I worked both as an intern and then later as freelancer. My Job was originally that of a generalist. Implementing audio files, playtesting, working on design documents as well as level and game design.


When doing freelancing for the game I focused solely on level design and set dressing for the games different puzzles and campaign levels. Both as an intern and freelancer I created a little more than half of all the levels and puzzles, while also adding in environmental story-telling and set dressing.




During my work early on I had to readily communicate and cooperate with my colleagues on what was needed, as well as how to make things work for the levels in forms of props, VFX and 3D model function (i.e. models that block characters, fills a decorative role or have an in-game interaction). 


I also collaborated with programmers for ideas and design in how to make the puzzles more interesting and challenging in a fun way by suggesting and discussing the different mechanics.


The most challenging part was how to make the levels look fun and interesting while not cluttered. As well as making the puzzles difficult enough where the player feels smart for solving it, but not so difficult to where it is way to frustrating. On top of that you have to raise the bar with progression of the game, but make sure the campaign levels are passable by a majority of players. To get both of these we had extra levels you could access after clearing a campaign level that would offer more of a challenge. These levels weren't necessary to progress the campaign but could offer unlockable content.