Carno Run
  • Gameplay and features
    • Overview
    • Core Gameplay
  • Pre-production
    • Inspiration and Concept
    • Greyboxing
  • production
    • Asset Creation
      • Player Character
      • Environment
    • Animation
    • Technical Design
      • Camera Set-up
      • Player Controls
      • Animation
      • Collision with Obstacles
      • Level Spawning
    • Game Mechanics
      • Score System
      • Difficulty Scaling
    • Level Design
    • Sound
  • post-production
    • Reflection
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  1. production

Level Design

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Last updated 2 years ago

As described earlier in , the design of the environment was centered around a desert theme. I modelled a few variation of ground pieces, rocks, cacti and clouds, and put them together in Unreal Engine 5 as three variations of a level piece.

Each level piece contains a linear runway where the Carno will be running down, with 3-4 cacti as obstacles. The foreground and background of each level piece are also varied.

At the start of each map piece, another map piece is chosen at random to spawn at the end of it. This creates a sense of perpetuity and mocks procedural generation of terrain.

As the player only views part of a map piece at any instance, any sense of repetition is negated, either way, players will likely be too focused on the game itself to notice any patterns.

Asset Creation
Three variations of the level
Level pieces spawning (collision with cactus turned off temporarily)