BLOGS

LEVEL DESIGN

02-11-2021

3 down… many to go! Let us introduce you to Jan, our level designer! At StickyLock Games we’re all working on Histera, but in vastly different areas and we want to give everyone the chance to share about their work! In this devlog we’re going deeper into the actual game design for the first level of Histera with Jan.

Jan Zhang || LEVEL DESIGNER

“Hi guys! My name is Jan and I work as a game- and level designer for Histera. I started as a 3D generalist when I began my career at StickyLock Games, but I made the transition to a level designer soon after because I also have a game design background. Since there wasn’t a full design team yet, I took the initiative to start working on the design aspect of the game. The focus was fully on the structure of the levels found in Histera. “

“Level design is a process that ranges from drawing sketches to blocking out the world that players are going to play in. My task is to create maps where players know what to do, make sure those maps are balanced correctly and of course, create maps that are exciting to play in!”

THE BEST POSSIBLE EXPERIENCE FOR YOU!

“After brainstorming, we developed the Glitch: a unique feature that impacts the level thoroughly and therefore, also impacts the philosophy behind designing the levels. Creating levels that adhere to this new set of rules was quite the challenge. It was a continuous puzzle where we constantly had to check whether the newly created building block wasn’t causing a breach in the Glitch. It was amazingly challenging to build a level nonsymmetrical and yet balance it symmetrically [1]. I started with some initial concepts and sketches of what I thought the level should look like. Afterwards, I had to move on to the Unity engine to start the block out process.”

Histera WWII level BlockoutHistera WWII level Preview

THE LEVELS

“To fully utilize our levels, we introduced items to guide the players to shortcuts, alternative paths, and areas where engaging firefights could arise. Because of this double function of items, players are thus automatically conditioned to use these routes when in need of health or armor.”

“At this moment, with a more streamlined look on the project and a dedicated team of designers we can ensure that we will be able to manage the workload together. We work seamlessly with our programming- and art department and together we aim to bring the best possible experience to the future Histera players!”

SEE YOU NEXT WEEK!

 

WISHLIST HISTERA ON STEAM

LEVEL DESIGN

02-11-2021
3 down… many to go! Let us introduce you to Jan, our level designer! At StickyLock Games we’re all working on Histera, but in vastly different areas and we want to give everyone the chance to share about their work! In this devlog we’re going deeper into the actual game design for the first level of Histera with Jan.

Jan Zhang || LEVEL DESIGNER

“Hi guys! My name is Jan and I work as a game- and level designer for Histera. I started as a 3D generalist when I began my career at StickyLock Games, but I made the transition to a level designer soon after because I also have a game design background. Since there wasn’t a full design team yet, I took the initiative to start working on the design aspect of the game. The focus was fully on the structure of the levels found in Histera. “

“Level design is a process that ranges from drawing sketches to blocking out the world that players are going to play in. My task is to create maps where players know what to do, make sure those maps are balanced correctly and of course, create maps that are exciting to play in!”

THE BEST POSSIBLE EXPERIENCE FOR YOU!

“After brainstorming, we developed the Glitch: a unique feature that impacts the level thoroughly and therefore, also impacts the philosophy behind designing the levels. Creating levels that adhere to this new set of rules was quite the challenge. It was a continuous puzzle where we constantly had to check whether the newly created building block wasn’t causing a breach in the Glitch. It was amazingly challenging to build a level nonsymmetrical and yet balance it symmetrically [1]. I started with some initial concepts and sketches of what I thought the level should look like. Afterwards, I had to move on to the Unity engine to start the block out process.”

THE LEVELS

“To fully utilize our levels, we introduced items to guide the players to shortcuts, alternative paths, and areas where engaging firefights could arise. Because of this double function of items, players are thus automatically conditioned to use these routes when in need of health or armor.”

“At this moment, with a more streamlined look on the project and a dedicated team of designers we can ensure that we will be able to manage the workload together. We work seamlessly with our programming- and art department and together we aim to bring the best possible experience to the future Histera players!”

SEE YOU NEXT WEEK!

 

WISHLIST HISTERA ON STEAM

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