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Level Design for Magic Mouse

Level Block-Out

 I was the lead level designer on this project and I wanted to make sure that every level stayed consistent. In order to do this and make the level creating process faster, I created modular pieces for myself and the rest of the team to use. However when we started the project the levels were set, not random.

Randomly Generated Rooms

We eventually switched to randomly generated rooms instead. Now instead of creating an entire level we would just make rooms with scripted encounters. 

Final Product

By the end we added more randomly generated elements to make each encounter more unique, and we added all of our art assets over everything. Now each room could have randomly generated traps, enemies, and environment pieces. This added a new challenge because now every room had to be ready for almost any encounter.

Reed Mosby

© 2017 by Reed Mosby. Proudly created with Wix.com

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