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Grapple Grub
Role:
Level Designer
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Concepting and blocking out map layouts and platforming challenges
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Designing platforming paths for grappling and run & jump parkour gameplay
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Assisted art team by 3D Modeling and Texturing environment props
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Created sound effects for various props
Grapple Grub is a first person multiplayer platforming racing game developed in Unity by Grubby Games, a group of Drexel students.
For more in depth information, please visit our website below!
Link to game website
Final Level Design


As the game made a major transition from Singleplayer to Multiplayer, it was important to start mapping out what a multiplayer level in Grapple Grub could possibly look like. Some ideas were played around with in these sketches(same spawn location for all players vs. separate spawns, dividing the city in districts, differentiating between delivery difficulties).


As discussions were had by the team, the Downtown level was pushed into a blockout stage. The triangular map was deemed to be too large for only a 3 players. Also, since interaction between players and seeing one another race by was a big priority, it was decided having the players spawn together was a key feature for a level. As the team had more discussions and brainstorms, a list of gameplay challenges was formed. I then transitioned my focus to further exploring these gameplay challenges, coming up with ideas for platforming paths, and other challenges that can bring the players together. The right sketch is a result of these brainstorms and further pushing ideas.

Ultimately, the sketches and layouts at the top needed to be scaled down and as production continued, our level changed greatly, resulting in the above. With new standardized building sizes, a list of gameplay challenges formed, and a level design document created by the level designers(Michael Anderson and myself), Michael and I worked together to create a final layout for a playtesting level. We used what I had already created in the previous sketches as inspiration and it helped decide on the level design tenants we wanted present on a finalized map. Over the course of multiple weeks, this level was brought to life and formed into the gif seen on the right. For more detailed information on the level design process, please head over to the Level Design section of the GDD.
3D Modeling & Texturing









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