Ancient Tomb Level Design

Level Playthrough
Overview
My goal in this blockout is to try to visually guide the player. After climbing the stone we come to the places where we are going to go in the level, the first thing that attracts our attention is the building right in front of us, and if we look a little bit more we can see that there are enemies ahead, which gives us the opportunity to prepare, and then we do some parkour. Then we go up to the tower that first attracts our attention, the top of the tower gives us the opportunity to see the places we will go on the map from above, at this height we see both the location of the enemies and the place where the level will end, the enemy notices us as we come down from the tower, and after a little parkour sequence after the fight we end the section here.
Tomb Analysis 1

After the first climb, there’s a large building that catches the player’s eye; here, I tried to guide the player using landmarks. The flat ground shapes extending equally from both sides act as leading lines, drawing the player’s attention to the building in the center.

Tomb Analysis 2

From this angle we can see the end point, but we cannot go directly because there is an obstacle in front of it, so we have to go another way.

Tomb Analysis 3

This is the area where we will be fighting the enemies, the enemies will notice us going down the rope, so as soon as we land we will come into direct contact, after killing the enemy coming on top of us, it will make it easier for us to take the sniper in the next cover and shoot the enemies at high altitude.

Tomb Analysis 4

After all that action, we do a bit of parkour to give the player a break, and then we head to the helipad we saw from the top of the building.

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