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3D Game Level 1 v2 Feedback

Level design using pre-made 3d assets

Level design is an integral part of the game development process. It is the process of creating the layout, environments, and challenges of a level that a player will encounter. Recently, I conducted a playtest of my linear 3rd-person 3D platformer level, which included defeating enemies, completing parkour, going through a maze to find switches to open a door, and finally getting to the end of the level. In this blog post, I will discuss the playtest process, my findings, and the changes I plan to make based on the feedback I received.


My group of playtesters consisted of people with varying levels of experience in video games. They were tasked with playing through the level and providing feedback on their experience. The playtesters provided feedback on the level's pacing, difficulty, and overall enjoyment. Shown below is a top-down view of my level:


Overall, the playtest was successful. The playtesters enjoyed the level and found it challenging but not frustrating. However, there were some areas where I needed to make improvements. The playtesters felt that the level was well-paced, with a good balance of combat, parkour, and puzzle-solving elements. However, they felt that the combat sections could be more intense, with more enemies and more challenging encounters. The playtesters felt that the difficulty of the level was appropriate for the most part, but some areas were too difficult, and others were too easy. For example, some playtesters found the parkour section too difficult, while others found it too easy.


The playtesters praised the level's visual design, noting that the environments were well-designed and immersive. However, some playtesters felt that the level was too short and could benefit from an increase in length. Shown below is the first enemy encounter:


Based on the feedback I received, I plan to make several changes to the level design. To make the combat sections more intense, I can increase the number of enemies and make the layouts more challenging so that the players are not able to simply run around the enemies. To make the maze section less confusing, I could add more visual cues and make the switches easier to find. I plan to rework this section entirely as I feel like I did not do a good enough job of building the maze. To address the issues with the length of the level, I will add more sections in between the beginning and end of the level, maybe something with moving platforms or pressure plates. While doing this, I also want to increase the interest in the layout and make it a bit more focused on exploration and not just getting from point A to point B. Shown below is the platforming section:


The playtest also brought up the importance of playtesting with a diverse group of people. While some playtesters found certain sections too difficult, others found them too easy. This highlighted the need to design levels that can be enjoyed by players with varying levels of skill and experience. Another key takeaway was the value of observing playtesters as they played through the level. This allowed me to see where they struggled or got stuck, which areas they found particularly enjoyable, and where they may have missed important visual cues. This feedback helped me identify specific areas of the level that needed improvement and informed my decision-making process when making changes to the level design.


In conclusion, the playtest of my linear 3rd-person 3D platformer level was a valuable experience that provided important feedback on the level design, controls, and overall gameplay experience. The feedback from the playtesters helped me identify areas where the level could be improved and informed my decision-making process when making changes to the level design. Going forward, I will continue to conduct playtests with a diverse group of people to ensure that my levels are enjoyable for players of varying skill levels and backgrounds. Level design is an iterative process, and playtesting is a crucial component in refining the overall quality of a game.



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