[WEEK 1] - Devlog


Level blocking is the initial stage in game level design that focuses on arranging and designing layouts without using final assets. In this game, level blocking is done by constructing underwater areas using basic shapes such as cubes, cylinders, swimming paths, and caves. This process aims to organize player paths, enemy positions (such as fish hypnotized by the Siren), and the placement of important items like antidotes or power-ups. This approach ensures that the gameplay flow feels balanced and engaging before developers invest time in creating detailed visual assets.

Level blocking also serves as a visual communication tool between game designers, developers, and other team members. By using basic shapes, every element of the level can be tested, such as the distance between objects, platforming challenges, or player exploration paths. Additionally, level blocking allows developers to identify potential issues, such as areas that are too difficult to reach or confusing pathways, enabling them to make adjustments early in the development process. This not only saves time and production costs but also helps create a smoother and more enjoyable gameplay experience.

Get Whispers Beneath the Waves

Leave a comment

Log in with itch.io to leave a comment.