(New level design with numbered references to other sketches)
Our design changed considerably from the original concept during production. The main cause of the changes was the art style. Because of the artistic (almost cartoon) style we decided to change the game type to an exploratory rather than one focused on combat.
The other significant change was the camera. Originally we wanted a third person perspective, however, after the whitebox testing we decided against it. This is due to the grass assets being 3D rather than sprites. With a third person camera, more of these assets would have needed to be placed to cope with the higher camera angles, with a possible drop in performance, meaning lower spec computers wouldn't be able to run it at all.
(Opening area of the playable map, #1)
(Concept showing path, #2)
(Path concept, #3)
(Path opens up, #4)
(Open area with overhead roots, #5)
(Root tunnel, #6)
(Final part of the level section, #7)
Though the original concepts didn't show specific areas of the level in detail, these ones were made to show most of the playable level, particularly the path that the player will take. They were created to speed up the placement of assets in engine. Following this section will be some simple puzzles and some possible platforming sections.