Blake Philley
Level Design
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Drain
Drain is a procedurally generated, twin- The project is also my attempt at teaching
It’s a project that focuses on my ability to example, the menu must be interacted
stick shooter prototype developed by me.
design systems, design levels, and script
gameplay behavior. The whole goal of the
project is to build a game from a specific
systemic type of gameplay. In this case,
the central theme and core mechanic is
spending the player’s health in various
ways to buy items and stat upgrades, as
well as perform other tasks around the
dungeon.
Forcing the player to spend their
health as a main gameplay mechanic
with by moving the player character
around in 3D space. This forces the player
to learn how movement works without
being directly told in any way. They must
simply experiment. The special ability
rooms are similar. Each room can only be
accessed by acquiring the requisite ability,
and the player can only progress into the
dungeon by using that ability effectively,
thereby learning the ins and outs of the
ability.
recontextualizes how the player interacts I chose this project to show off my
space. Any moment where the player can design skills as a gameplay designer. The
with and understands the gameplay
purchase upgrades becomes a decision
between safety, keeping their health, and
more power. By making these decisions
impact the player’s most valuable
resource—their health—any decision
becomes significantly more meaningful.
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the player as diagetically as possible. For
LEVEL DESIGN
technical skills as a scripter and my
project took about five months across one
semester.