Pawel Pruszynski

Level Design portfolio

Onboarding level

general

When I moved onto the Painkiller project, after familiarizing myself with the core pillars, the game’s assumptions, the LDD, and after playing the title, I was given a sort of test assignment meant to check whether I understood the main LD assumptions for the project.
My task was to create a level that contains:

  • Landing Space – the area where players start; this space was supposed to allow use of movement so players could play around before they head into action and open the door to the level
  • Exploration Space – an area for exploration where players learn the level: the setting, take in the vista, find secrets, cooperative puzzles, collect resources, and experience looser combat
  • Arena – a place where players’ combat skills are tested — a closed space containing appropriate loops that give movement flow and make the combat more engaging

Blockout