CONOR TULLY, GAME DESIGNER
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Phase 6 - Turning the Level Upside-down

4/29/2019

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That first little bit of my personal reel that you saw just now had some of our VR Level sketching in it!

Without doing this form of a sketch the level wouldn't really make any sense. 2D drawings in programs like Photoshop or Illustrator don't give us as designers a level of clarity that we are looking for in Arachnotron. With the level being made in VR it allows us to literally flip our level upside-down or on it's side to make sure the level makes sense for a player entering rooms from that direction. One of the hardest (if not the hardest) things when it comes to working on Arachnotron is visual clarity, we as designers HAVE to make sure the level and space always makes sense. This is super tough due to the fact that players can get lost in a room after jumping 3 times. To counter this we tried to make every wall in a room visually different to give the player a form of awareness.

After Arachnotron I don't honestly see myself ever using 2D drawings for level design docs again (with the exception of if it is a 2D game of course).
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6/4/2025 10:47:17 am

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