
Burn The Halls is a project that I completed for my second year level design class. We were given a 3D platformer unity package and tasked with creating a level using only what the package provided us.
Pre Production
I knew from the start that I wanted to tell a story about escaping from a old prison. I collected references and drew some diagrams while trying to familiarize myself with the package.


For the first section I wanted to tutorialise the platforming and movement while creating a safe space for players to learn. I settled on a linear hallway where the escapee must escape from their cell and and jump down a burning hallway.

The section ends in a final combat room where players can approach the enemies at their own pace. I also started a level design document to keep track of my progress and design process.
Main Development
After some playtesting, I changed some combat and fixed a bug where the corpse asset was sliding around like a hockey puck. I then moved onto the final two areas, with a couple new diagrams to ideate, I decided that the second section would involve jumping across a roof top over a massive fire to reach the base of the tower.

I final section is a vertical platforming area where instead of death the player is punished for failure by having to fall back down to the bottom. This was inspired by games like Getting Over It and Pogostuck.

In the final playtesting I received commendation from my peers on the unique challenge and clear story the level told.
Kitbashing
Later in the semester we were allowed to choose one of our previous projects to revisit to “art” it and polish it. I chose this project. The first order of buisiness was a complete LDD.
This LDD includes diagrams before and after images and a full schedule of all assets used and in what quantity.
I created the prison bar and torch assets myself to fit the level. I used assets from Kenny Assets to art the level. overall the art really helps the story of the level pop and when the