

Seranar's Crypt is a puzzle/platformergame, in an heroic fantasy universe. It was conceptualized and produced in 1 month with a team composed of 4 Game Designers and 3 Game Artists.
During this project i've done the game mechanics, the Level Design of two of the 3 Levels, and QA.
Game Mechanics

Human can activate lever, broke walls, and push objects


Ghost can levitate, cross through walls, and see things human can't see.

My Work on this project:




Tutorial


Level 1
I've made the tutorial and the first Level in 22 days.
Beginning with Microsoft Visio by establishing a 2D Level Concept while researching references on pinterest for exemple.
The world consistency is very important to me, I never build without having graphics or historical references in mind.
Levels are set in crypt so it needs to be quite small spaces with pillars.
Tutorial is made in a linear shape, player plays room by room, without going back.
Level 1 is a "O" level, the player has directly the exit and a lever in front of him. So he see what he needs to do. there's one "puzzle" by room.
Players who playtested this level were very enthusiastic. A lot of very good feedback.
And there is the Blockout !
I keep the same color code, change some things I didnt find fun while playtesting it.
"et voilà !"
I only Use ProBuilder And ProGrid.
Metrics were made on a Testmap.
It tooks 5 days to make the tutorial and 7 days to make the Level 1 from scratch to blockout.
Then I've Playtested, tweaked, and During 2 Days I've implemented the graphics Assets.
Half time created, Half time tweaked playtested.


I had playtest with 15 workmates, to improve my level design and our mechanics.
Every morning we had a brainstorm. and then I've made playtests. Thanks to hours of playtest we received a lot of amazing feedback.
for every player, I ask 4 questions :
Did you like it?
What have you liked?
What have you disliked?
What would you change?