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Axolotl Effect

Gameplay Trailer

Level Design

Axolotl Effect is a puzzle platformer game where you play as an Axolotl using your past selves from previous runs to navigate through the level and solve puzzles. Collect the broken statue parts around the map and get to the final artefact in each level to complete the level.

During this project, I was given the task of Design Lead, where I helped design and iterate the main mechanic and level design of the game alongside my design team. I also took up the role of 3D Generalist for the team, where I textured and animated all of the assets and modelled most of the assets for the game.

First Iterations

To start off the ideation process, I drew out some ideas of what the levels might look like and how the player would then proceed to clear them, all while keeping the main mechanic of cloning in mind.

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Level Layout

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Golden Path

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Level Layout

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Alternative pathes to get collectables

This draft was to show mainly 2 different puzzle elements we wanted to incorporate into our game: Timing and Spatial Control.

Timing comes in when the player is made to time their movements correctly so that when they begin a new run, they will have enough time to collect the items or move into the next area.

Spatial Control is referring to where the current clone is and where they would move next and how all of these would affect the player currently.

Final Level Designs

Eventually, we decided to split the 2 ideas into 3 different levels, as well as incorporate elements of storytelling and set the mood of each level. With all of these in mind, we settled on a fire-based level, a water-based level and finally, a level in the void of time and space.

level 1 design: Fire

In this first iteration, I tried to create a level where the players learn from the very start how to unlock the door with a pressure plate and have players learn that they will have to clone themselves to escape the spawn point. Additionally, I added in platforms that would fall upon entering a trigger zone. This was to teach player to be more conscious of their movements. I also added collectables in more obscure locations, rewarding players who explore.

However, after discussion with my team, we found this iteration's level was too big and empty and decide to try a different design

Top down view

Golden Path Preview

In our second iteration, I had the level created in a way where there were 2 paths players could take, choosing to either start with the left or right path, allowing players to explore and come up with different solutions to the puzzle.

We decided to use this as the final iteration of our first level, and below is a short walkthrough of the final product.

Axolotl Effect Level 1 Walkthrough

Overview and Reflections

Overall, this project was a challenge as I had to balance between Level Designs and Asset Creation. On top of all that, overseeing the development of 3 different levels to ensure that the difficulties ramp up nicely, even with the help of my teammates and lecturer, was not an easy task. However, I was still able to come out on top of all of it, and I believe I will be able to push myself further as a Level Designer after this experience

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