I did my internship at Elden Pixels, an indie studio in Gothenburg focused on creating 2D pixelart games. The company has made successful games like Alwa's Awakening and Alwa's Legacy. I joined the team for seven months (100% remote) and gained greater knowledge in level design philosophy and even tools like Tiled Map Editor. During this time I had the opportunity to work on two different kinds of games; a platform/adventure game, story driven with puzzles and another platformer that was filled with action and producelly generated. Getting to work with these two totally different games has been very valuable to me.
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This is an example of what my process could look like when I built a room in the "adventure game" (since the game is under development, it is limited what I can show and not).
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AUTOMAP
In Tiled Map Editor there is a fuction called Automap as is very useful to quick create something where all the tiles match each other. To explain it briefly you set up Automap in a separate map (tmx-file) were you can define some specific tile patterns in an input layer (ususally with some unique, simple tiles) and decide what tile should be generated in the output layer.
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The light blue tiles we call "sky"
and the brown tiles "ground".
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In Automap we have decided that if
a pattern looks like this (inside the green square)...
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...It must be an outer corner ground tile! The level you are building
retrive this information from Automap.
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An example how it works:
FROM SKETCH TO END RESULT
The room below is created only for the portfolio so there is no particular stage the player is in. Making a first draft of a room usually goes fast, most of the time is spent to see;
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How is the flow?
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Are there any softlocks?
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Is it too difficult or too easy?
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Is it too lit or too dark?
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Are some areas unnecessary?
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Is it too much decoration?
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Is there any tiling error?
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Does the player know what to do?
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Many of these questions are answered when others try to play!