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Professionally, Sackboy: A Big Adventure was my first project as a Level Designer. The exposure I've received on this project has not only helped me polish my level design skills but has also given me a glimpse into the many facets of game design.

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AAA

Title

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Release:

12/11/20

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Metacritic

IGN

Gamestop

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Best

British

2021

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Best

Family

2021

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Nominations: Best Multiplayer and Best Music

Level Design Process

The Level Design process consisted of a very rigid and thorough process. This ensured enough time for exploring ideas and iteration for the level designers. Having the freedom to exploit different mechanisms/features of the game is the key to innovative level design, especially for games like SABA.

The game features multiple categories of levels, I had the chance of working on a few of them.

Level Types:

  • Full length levels - MP & SP

  • Full length levels - MP Only

  • Knight Trials - Time trials

  • Zom Zom Rooms - Bonus levels 

  • Secret Room - Bonus levels

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Responsibilities/Contribution

  • Worked on 10+ levels that shipped in game

With the iterative process, there were a core set of responsibilities that we adhered too. My contribution towards this were as follows:

  1. Creating small level sections for each mechanic/feature.​​

  2. Creating small level sections for combinations of mechanics/features.

  3. Blueprinting the mechanics/features for fine tuning them according to gameplay requirements.

  4. Creating level metrics for new mechanics/features.  

  5. Rigorous level testing for single and multiplayer sections.

  6. Composing level sections to create intriguing level flows.

  7. Provide insights on the mechanics/features, for better functionality.

Friends in High Places

Multiplayer Only:
Ideated and created the key puzzle element for this level. It focuses on having engagement by both the players to be able to proceed ahead. 

Layout was composed by another designer

Have You Herd?

Single/Multiplayer:

Created multiple sections for the level. Detailed out the metrics for the 'herds' AI and its limitations. 

 

Layout was composed by another designer

Sink or Swing

Single/Multiplayer:

Created multiple short sections for the level. Contributed/Explored the metrics and possibilities for the Grapple Hook. 

Layout was composed by another designer.

Pull Yourselves Together

Single/Multiplayer:

Created multiple short sections for the level. Contributed/Explored the metrics and possibilities for the Grapple Hook. 

Layout was composed by another designer.

Electro Swing

w/ secret room

Single/Multiplayer:

Created multiple short sections for the level. Contributed/Explored the metrics and possibilities for the Grapple Hook. 

Layout was composed by another designer.

Sealife or Death

Time Trails:

Ideated and created sections for the level. Initial layout was made by me after which fine tuning was done by another designer.

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Featured Levels: 

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