An action-platformer

Role: Level Designer

Bardo is a single-player platformer adventure game where you glide and jump through a realm of floating islands.

Working in a large team in close collaboration with artists led to numerous new learnings for me.

Team: 25

8 weeks

UE 5

Project Role:

Level Designer

  • Whitebox in UE5

  • Game research and sketching

  • Gliding sections

  • Platforming sections

  • Collab with artists

  • QA testing and iteration

  • Design documentation

About Bardo


Gliding

Platforming

Ranged beam

In this game you glide through the world of Bardo by using its magical winds, platform from rock to rock while evading dangers and collect Wisps that give you the power to shoot projectiles. By shooting crystals in the world you open Wind Tunnels and paths for yourself.

Bardo is about falling with style down dangerous tunnels, dodging rocks and floating enemies.

Overview


Workflow breakdown


In the ideation phase I concepted many different gameplay beats and level layouts on pen and paper, based on inspiration from game research.

I used these sketches to communicate ideas to my teammates and align our visions.

Sketching

Set up a gym level to measure the player metrics of jumping and gliding and figure out the most desirable distances.

Gym Level

Using the proper metrics I blocked out different gliding and platforming challenges then combined them into different layouts to experiment with pacing and difficulty scaling.

Blockout

Conducted internal and external playtests with clear questions and goals to find out if:

  • the level facilitates the core gameplay well

  • reaches the desired player experience

  • achieves a satisfying pacing

After playtests feedback was documented and organized into actionable points with priorities.

Testing

Feedback priorities


Project Work

Gliding Sections


Falling with Style

Bardo’s gameplay is based highly on a continuously moving player character. The player only has control over where they fall, steering left or right. Going from this the gliding sections I designed function as obstacle courses with hazards that require evading as wells as pickups placed in difficult-to-reach spots that create an extra layer of challenge.

Gliding section layout sketch

Gliding section progress

Height management

Bardo’s character controller allows only for flying downwards. By placing hazards below the player is required to maintain their height to survive. To achieve this they need to steer precisely towards landing areas or Wind Tunnels that take them higher up. The variety between falling and climbing up serves as the base for the level’s pacing.

Crystals: target shooting

Crystals are level ingredients appearing in the 2nd half of the game that provide an extra layer of challenge requiring precise aiming in a limited Bullet Time after pressing the button.

Gliding Section Breakdown


Platforming sections


A Grounded Experience

Blocked out platforming sections using the proper player metrics from the Gym level. These served to:

  • Onboard the player with the base platforming mechanics: jump, double jump, ranged attack

  • Provide a slower, more grounded experience between intense gliding gameplay beats, as was recognized to be necessary after playtesting feedback

  • Engage the player with jumping challenges

  • Facilitate exploration and reward the player’s curiosity

Jump+Glide onboarding section sketch

Screenshot paintover layout

Platforming progress


Tutorial sections


Teaching it all in a short time

Limited playtime and hard-to-learn mechanics required good tutorials to be in place. For this I:

  • Set up tutorial sections with prompt placements to onboard the player with every mechanic and gamepad control

  • Structured the pacing of level around the tutorials to avoid overwhelming the player

  • Communicated with concept artists and programmers to ensure clarity and readability in the visual prompts

  • Thoroughly playtested the sections with new players to ensure the understandability of the tutorials.

Tutorial layout sketch

Glide onboarding section in final


Visual Direction - Collab with Artists


Player navigation and the role of visuals

In a game based on a constant flow of movement where the character rarely stops moving it was crucial to not have that flow broken by moments of the player not finding the path forward. After such issues arose during playtests I recognized that the solutions lay in the visual communication of the game.

To leash the player along the Golden Path the visuals were crucial and to ensure that the game’s visual language is consistent and readable I kept close communication with the environment artists and conducted more playtests focused on finding out potential issues regarding visual clarity.

Visual communication in gliding section

Visual communication in platforming section

Design TEchniques

To solve readability and navigation issues that came up during playtesting, such as players not recognizing the intended path forward, I used

  • Lighting to give contrast between paths

  • Colors, materials and effects to differenciate between gameplay elements

  • Leading lines and bright-colored collectibles to guide players

Visual Leashing


There are many points in the game where the player is looking down from a cliff before jumping down. I used these points to:

  • Foreshadow upcoming sections

  • Serve as level design ingredients signalling points where the player is intended to jump off.

Vantage points


Under a short playtime of 15 minutes various different mechanics had to be onboarded to the player, then used to challenge them in surprising ways.

To create variety and an incerasing difficulty curve where challenges become introduced then combined into new ones, I blocked out different challenge segments, then arranged them in an order where they compliment and build on each other.

Pacing

Project reflection

Collaboration

This 8-week period working in a team has been a great learning experience in collaboration with other disciplines. I found out a tremendous amount about the perspectives, goals and workflow of environment artists and programmers while working close to them on the level.

After this project I feel like my communication skills improved a lot and I am able to solve many challenges that arise with cross-disciplinary collaboration.

Building natural terrain

Creating a level with natural terrain instead of man-made structures has also been a great opportunity to learn. From level concepting until hand-placing the rock assets I needed to adopt a new approach and a new workflow.

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The Prince of Dreams