PROJECT EDEN - FINAL BUILD
LEVEL 1
LEVEL 2
LEVEL 3
ABOUT
The final build of PROJECT EDEN encompasses 3 different levels.
From level 1 down to level 3, the environment structure of each level, and each section-room of each level, has been designed to compliment and frame different challenges, to create different situations/experiences and allow the player to explore the possibility space of each environment and challenge with the tools set available at the time.
The design of the environment structure and the challenges within them are geared to comply with specific parameters and pacing of game difficulty that have been previously established by the project profile and the production-development plan, and later improved and refined via the results gathered through the creation of several prototypes and through several testing sessions.
From level 1 down to level 3, the environment style and artistic direction of each level, and each section-room of each level, has been set in place to best deliver and compliment the game narrative, its structure and the artistic and stylistic identity previously established by the project profile and the production-development plan.
Both the structural and artistic design of the environment, and the challenges orchestrated within the environment have been set in place to best deliver the two key concepts that have driven the entirety of the production, development and design :
INFILTRATION and DESCENT.
ENCOUNTERS DESIGN
In PROJECT EDEN enemy encounters have been designed to achieve balance between the scope of the project constraints, the project profile requirements and the team’s desire to deliver an experience that could offer a diverse range of gameplay experiences, and that could also tap onto the game’s potential.
The project scope, constraints and deadline have guided the approach to the design of the levels.
Each level has been designed to include delivery of the game narrative, to offer ample space for the player to explore and enjoy the gameplay and to deliver a varied set of different experiences and situations that could challenge the player and explore different possibilities within the potential of the project.
For the sake of project’s gameplay objectives, each level has been designed to be sectioned in different room. Each room has been designed as an arena to host an encounter. Each room is different from the other and hosting a different type of encounter.
Encounters have been constructed through different combinations of enemies banded together and drawn from the enemy roster of PROJECT EDEN.
Each level introduces a new enemy while also re-iterating encounters with enemies that the player has already met on previous levels, mixing new and old threats to deliver variety to the gameplay and the game experience.
All encounters have been organised and placed within the game in such a way that each encounter in itself, in relation to the environment where it is placed, will always provide a different challenge for the player to overcome, and will attempt to put pressure on different points of weakness of the player.
This design choice has also been taken to help in the attempt to make the players try, use or exploit all the different features available to them.
This choice has not only been taken to create a challenge for the player but also to create and establish a complementary relationship between the different AIs composing an encounter in which two AI will provide for each other and compliment where the other lacks.
Moreover, each encounter in treated from a design standpoint as a puzzle in itself which the player has to solve in order to reach its objectives.
Moreover, each encounter is treated from a design standpoint as a puzzle in itself which the player has to solve in order to reach its objectives.