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Writer's pictureJacob Simpson

Down but not Out - Among Us Level Design!

A few months ago I started a Resident Evil 3 Remake level design, I was extremely excited to make this and was off to a flying start but soon a few things went wrong hindering the project and myself in general.

This post isn't about why but I do feel like some context is needed, long story short I had to move house, had a lot of things happen and also lost motivation in general.

Since then the RE3 design got put on hold indefinitely until I decide to go back to it in the near future hopefully, so as for now Jill Valentine will be waiting in the wings!

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Moving forward with my level designs I started off small, I have lately had this almost fear of taking paper designs into blockout, there was not particular reason but I feel like it was the fear of failure or looking back.

I started small with a paper design into Photoshop and since its a hot game at the moment of this blog, I made a level design for the popular game Among us with a Bio-Dome level design!

I started off as I always do, with a complete chaos disaster of a level design to get my ideas down quickly and to make sure I have a rough idea of where I want the project to go from here. Here is my first design I made.


DRAFT - 01

Above is my first design, it was a rough sketch to try and get my thought process out and I will try to explain it as best as I can now, if you've played the game Among Us that will help greatly in understanding this process.


I wanted this level to be bigger, more open and in general more colourful than other levels, this is why its set inside a Bio-Dome with rivers, lakes and more.

I wanted the map to be heavily based on taking risks going from building to building due to the open areas, while not being punishing for just leaving through the front door.

The way I did this was to make Admin (The main building) a huge focal point, an area that people would ALWAYS be going in and out of.

Being the first design a lot changed, leading to more drafts.


DRAFT - 02

I condensed the map a little more making it more readable and cleaner.

As the imposter lights is a go to sabotage and I wanted to make it less overpowered, the way I did this was by making the lights building bigger, more accessible and safer to fix, meaning it would hopefully sway the imposter away from spamming the same thing over and over, while making communications a more viable option to win the game.

I placed reactors at the top and de-contamination in the top left sectioned off.

This is a trail and error of finding things I like, dislike and where things need to go.


DRAFT - 03

This was the final draft before I moved into Photoshop, a LOT changed from the way the players start which is now on the ship located at the bottom.

The main Bio-Dome itself was centred at the top with huge de-com hallways and comms now had its own island completely.

This is taking the claustrophobic corridor of lights from previous maps and adding it to comms.

The reason this wont be as bad though is because if the players are fixing comms, unlike lights the player still has vision.

Its a lot to explain in a short blog, but soon I will be making a video with it being easier to understand.


FINAL DRAFT



This is what the map looked like after it was taken into Photoshop.

I tried to make the map as easy to read as possible to an Among us Player its just a shame I don't have the means to playtest it.

Below is also the imposters map I made showing all doors, vents and sabotages.



This was the quick look into how I made this map over the course of 3 days, it was something I took my time with and had a lot of fun.

Like I said early I will be making a video explaining everything in heavy detail, but I'm glad to be back making level designs!

I'm currently making a level design for Spyro 3, and when I have more I will update my blog showing the progress.


Hope you all enjoyed this Level Design.



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