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Project 1:

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Eisenheld is an action platformer game centered on the player causing havoc around a mutant-aquatic infested airship. My team took inspiration mainly from games such as Metal Slug for the action and Mutant Mudds for its platforming.

Platform: PC   Players: 1   Genre: Action Side-Scroller, Multi-Dimensional

Digipen Games Gallery: https://games.digipen.edu/games/eisenheld

Role:
Level designer

 -Research -

 Metal Slug

We wanted the game to feel like

Metal Slug as it has a lot of action elements to its gameplay with many things happening on screen.

MetalSlug.jpg

- Inspiration -

We wanted the player to feel like an overpowered character playing our game.

Weak Enemies [CHECK]

Guns/Missiles [CHECK]

Particle Explosions [CHECK]

MetalSlug2.gif
BionicCommando.gif

We also wanted the character to have grappling as a choice to allow them to traverse and explore the map more.

- Level Design -

Mutant Mudds

For level design, I wanted to explore multi-dimensional platforming which is a challenge. The inspiration came from the game mutant mudds with its puzzle platforming. 

MutantMudds.jpg

I decided to follow how Mutant Mudds does its levels, which are split into 3 grounds;

Foreground [FG]

Middleground [MG] and

Background [BG].

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Players can step on arrow platforms to traverse in-between grounds.

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MutantMudds1.gif

 -Level Planning -

For the story, we planned on a robot mech running around an airship destroying foes. It can also launch grapple hooks to move faster. I sat down with my designers to settle on the gameplay and gameplay space. We aimed to complement the action-oriented gameplay with the phasing mechanic.

Whiteboard discussions on how the game should be played prove to be useful as we can throw out ideas and settle on a final conclusion.

I then translated the ideas and cleaned up some of the designs in Photoshop. This is just a general on how the whole level will look like.

Tutorial Level.png

-Click on the image to enlarge it

Areas, where the phasing mechanic is present, will have a top-down design layout at the bottom, showing the grounds and where the players can move via arrows/ red platforms.

 -Execution -

Metrics & polish

I used the built-in tile-map editor in my engine to focus on the layout of the whole level before adding in the tiles. After getting the dimensions of the player, I started working out the metrics for each of the grounds.

-Click on the images to enlarge them

The middleground [MG] is where the main gameplay will be happening with combat and grappling. You can see the final product on the right side.

[MG]

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The foreground [FG] has many open spaces thus I set up kill zones below them. I also made an indication of where the puzzle platform will go.

[FG]

FG1.png
FG2.png

The background [BG] has some events where the player encounters new types of enemies. There is also a Killzone set up for the later part of the stage.

[BG]

BG1.png
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Final
Ship-able

The final product has many filters and techniques with lighting to further simulate the multi-dimensional platforming. There are many iterations done during these periods to make the game look and feel good in between grounds.

The final product is best shown in this: Eisenheld Trailer:

Here is the link to the Digipen Gallery where you can download a copy and test the game: 

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