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Environment + Level Design for Nahele Rain

Screenshots from XING: The Land Beyond

My role was to create levels from paper to editor. I loved creating vistas, but mostly stuck to smaller cozy spaces due to optimization necessities. My job was to create the landscape and sculpt it, then place all the meshes on top, from architecture to plants to gameplay elements, in ways that were both beautiful and also guiding for player from one zone to the next. My level design includes purposeful occlusions (aka big rocks) of other level areas, as well as thought-out foliage placement for the most bang for our buck at every detail level. I also created puzzle zones, and helped come up with and implement puzzle designs, which were fully integrated into the environments. My ultimate goal was to have each level be satisfying (and never boring), with something always available for the player to do. I worked with 2 other teammates to come up with ideas on what we thought would be fun and look cool.

This area becomes blocked off by rain when it raises the surrounding waters, so I created stilts for the walkable areas to emphasize the water underneath.  I also placed a large waterfall in this scene, since this level is thematically linked with water.

This area becomes blocked off by rain when it raises the surrounding waters, so I created stilts for the walkable areas to emphasize the water underneath. I also placed a large waterfall in this scene, since this level is thematically linked with water.

I placed the moon door almost directly in front of the player when they first enter this area, so that the player is aware of their objective. It is also positioned so that at night, the moon lines up behind the moon door, giving it a dramatic presence.

I placed the moon door almost directly in front of the player when they first enter this area, so that the player is aware of their objective. It is also positioned so that at night, the moon lines up behind the moon door, giving it a dramatic presence.

The giant frog's tongue comes out as a bridge, and is activated by a nearby puzzle. It's a good moment.

The giant frog's tongue comes out as a bridge, and is activated by a nearby puzzle. It's a good moment.

Lighting all the torches makes the stone path rise from the water. I made sure that this path is in view as the player lights the first torch, so they know what they are affecting.

Lighting all the torches makes the stone path rise from the water. I made sure that this path is in view as the player lights the first torch, so they know what they are affecting.

I placed giant roots and other large foliage and branches to make a visually interesting and guided path for the player to follow.

I placed giant roots and other large foliage and branches to make a visually interesting and guided path for the player to follow.

This is the upper level of "sun" temple. The grid node path leads the player to understand that they must push the block off the ledge. I placed all the surrounding support meshes, to give the area a more aged look.

This is the upper level of "sun" temple. The grid node path leads the player to understand that they must push the block off the ledge. I placed all the surrounding support meshes, to give the area a more aged look.

This off-to-the-side area is set up to entice the player to try to get the rune glowing on top of the pile of stones. When the rain falls, the waters rise and create a path to obtain this optional item.

This off-to-the-side area is set up to entice the player to try to get the rune glowing on top of the pile of stones. When the rain falls, the waters rise and create a path to obtain this optional item.

The power pad is positioned in a centralized location, so it can be more accessible to encourage frequent use.

The power pad is positioned in a centralized location, so it can be more accessible to encourage frequent use.

This is a central area in the level.The giant tree in the middle unites all of the spaces around it, and draws the eye. Logs are placed for the player to walk atop, as well as other bridges and lilypads.

This is a central area in the level.The giant tree in the middle unites all of the spaces around it, and draws the eye. Logs are placed for the player to walk atop, as well as other bridges and lilypads.

I placed this light to entice the player to go forth into the otherwise dark hallway, in order to activate the familiar "Muse" (which contains a hint or commentary). I enjoy creating moods through environments.

I placed this light to entice the player to go forth into the otherwise dark hallway, in order to activate the familiar "Muse" (which contains a hint or commentary). I enjoy creating moods through environments.

This is the largest temple, placed in the middle of the level, which leads the player on a snake-like path from beginning to end. It marks the big shift in both the story and atmosphere, and is an example of how I used the architecture set.

This is the largest temple, placed in the middle of the level, which leads the player on a snake-like path from beginning to end. It marks the big shift in both the story and atmosphere, and is an example of how I used the architecture set.

This small alcove contains a poem, which is optional, but aids in the story experience. I used glowing mushrooms as decoration to add visual interest to an otherwise boring cave.

This small alcove contains a poem, which is optional, but aids in the story experience. I used glowing mushrooms as decoration to add visual interest to an otherwise boring cave.

Original color palette I came up with for Nahele Rain. It only changed a bit throughout development.

Original color palette I came up with for Nahele Rain. It only changed a bit throughout development.

Original Nahele Rain Map V1, shown with flooding.

Original Nahele Rain Map V1, shown with flooding.

Nahele Rain Map V2, shown with flooding.

Nahele Rain Map V2, shown with flooding.

Nahele Rain Map V3. You get the idea. At least we TRIED to plan ^^

Nahele Rain Map V3. You get the idea. At least we TRIED to plan ^^

Nahele Rain Map V4. We didn't make a final map layout PSD as there were many more iterations. It changed quiet a bit from what you see here, with new mechanics (such as "puzzle doors" that were added later to help divide levels) and playtesting feedback.

Nahele Rain Map V4. We didn't make a final map layout PSD as there were many more iterations. It changed quiet a bit from what you see here, with new mechanics (such as "puzzle doors" that were added later to help divide levels) and playtesting feedback.

This is the final map I made for our Kickstarter backers, with the actual level layout. The dots mark the beginning and end.

This is the final map I made for our Kickstarter backers, with the actual level layout. The dots mark the beginning and end.