Assassin's Creed Valhalla
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Overview​
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ROLE: Junior Level Designer
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From the initial 10 Animus Anomalies planned for the game, I was assigned 4 levels:
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Originals:
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Basilica Ruins (Mercia - Lincolnscire)
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Briudun Hill (Northumbria - Snotinghamscire)
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Hlutrholt (Hordafylke, Norway)
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Support:
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Quartzite Ridge (Mercia - Sciropscire)​​
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See below for more detailed information!
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NOTE: All screenshots and video reflects the work of the entire team.
(Art, VFX, SFX, Code, Design, QA, etc).
Basilica Ruins (Mercia - Lincolnscire) - Gameplay Video
Level Design and Blockout
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Place the geometry pieces with the Metrics in mind, so the navigation and parkour are fluid and correct.
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This level was designed more Puzzle than Parkour, with this purpose, the special element in this puzzle is that the player need to aim first before conecting the light beams, breaking the usual gameplay loop of conect light and then aim.
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Designed with 2 areas, the tower and the ground:
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The Tower: Parkour section, but the path is uncomplete​, player will need to conect the light beams to the unstable pieces to complete the path and reach the reward.
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The Ground: Puzzle section, player will need to manipulate the gameplay ingredients in order to bring the light to the unstable pieces at the tower, so he can climb on them.
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Briudun Hill (Northumbria - Snotinghamscire) - Gameplay Video
Level Design and Blockout​
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This level was designed with balanced experience of Parkour and Puzzle, this Animus Anomaly has 3 floor, in every on of them there is a puzzle that allows the player to progress to the next floor and at the same time comlpete the path to reach the top of the structure.
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The special element in this level was the intermittent light beam, forcing the player to think and timed up their movement in order to progress.
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The difficulty of the puzzles and parkour is higher the more the player climbs up.
Hlutrholt (Hordafylke, Norway) - Gameplay Video
Level Design and Blockout
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This level was designed to be more Parkour than Puzzle, so I designed it with Pilars conected by bridges were every bridge is a challenge for the player of parkour and puzzle with and overall shape of ascension.
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The special element in this level was the fast moving hazard challenging the player their timing skills with the parkour movement.
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Place the geometry pieces with the Metrics in mind, so the navigation and parkour are fluid and correct.
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The difficulty of the puzzles and parkour is higher the more the player climbs up.
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SUPPORT: Quartzite Ridge (Mercia - Sciropscire)​ - Gameplay Video
Level Design and Blockout
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NOTE SUPPORT: On this level I helped another Level Designer designing the basic concept, gameplay, parkour and puzzle of this Anomus Anomaly in the first iterations, later on, he took control of the level and did the final iterations, bug fixing and polishing until release date.
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Place the geometry pieces with the Metrics in mind, so the navigation and parkour are fluid and correct.
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The special element in this level was the big moving hazards affecting huge areas of parkour forcing the player to time up their movement with the hazards to solve the puzzles and surpass the parkour.
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First approach with tutorial elements, in case is the first Animus Anomaly.
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The difficulty of the puzzles and parkour is higher the more the player is progressing through the different areas.
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