Personal:Here's a level design document I put together for a hypothetical 3rd person shooter set on a sci-fi space station. Level layout was created in 3DS Max using tile pieces, the idea being that artists could simply replace the grey-mesh tiles I created with final art pieces down the road.
Here are a few areas I've staged using provided assets in various game engines. Most of these were done to familiarize myself with the editors and get used to blocking out areas and manipulating assets within them.
Adventure Time- Finn and Jake Investigations:Adventure Time levels were a different type of level design than what I was previously used to. Since there was no platforming to be conscious of, and since combat was restricted to pre-defined arenas, the layouts were more about how to present the various characters and objectives to players in an obvious and entertaining way. A few level design document examples are presented below. Enjoy!
I will release the documentaiton and video walk-throughs of these levels once the game is release this October! Stay tuned!
Chapter 1 - Act 2: "Wizard City" https://youtu.be/0CQeP99NbB4?t=25m
Chapter 2 - Act 1: "Hairy Beast" https://youtu.be/GIY3_fMqaVA?t=5m5s (Continued: https://youtu.be/nNr7TTudzog)
Chapter 3 - Act 3: "Lemongrab" https://www.youtube.com/watch?v=ojkE67zAc54
Chapter 4 - Act 1: "Fire Kingdom" https://youtu.be/ojkE67zAc54?t=16m21s
Chapter 5 - Act 3: "Getting the Band Together" https://youtu.be/JDG-jxKLmNM?t=58m20s
Stay tuned for the Marceline DLC! I'll add that once it's been released!
Pacman and the Ghostly Adventures 2:Pacman and the Ghostly Adventures 2 was a fun project to work on! We had an extremely limited timeline to crank out almost 50 levels between four designers. Below are some levels I worked on. The documentation in Pac-Man was very loose compared to other projects, due to the iterative nature of building the levels out quickly. Level designs started with a concept or challenge, and we then looked for ways to introduce that challenge, then let players practice it, and then let them master it. Lots of iteration happened in-editor.
Check out an example of the documentation I did in Pac-Man and the Ghostly Adventures 2 below!
Here are links to a lets play series featuring my other Pac-Man 2 levels:
Chapter 2: Pacopolis
"Gotta Bounce" http://youtu.be/smEMCiYCou8?t=6m7s
"Dribble & Freeze" http://youtu.be/smEMCiYCou8?t=14m5s
Chapter 2: Paclantis
"Viva Paclantis" https://youtu.be/opOf1iTPrdI?t=2m18s
"Granite Grotto" https://youtu.be/zFYIMdInB2A?t=7m58s
Chapter 3: Space
"Gravity Games" https://youtu.be/qIFMSkCQmrQ?t=6m44s
"Magnetic North" https://youtu.be/qIFMSkCQmrQ?t=11m29s
"Space Dock Swing" https://youtu.be/03-heGmtusI?t=5m44s
Chapter 4: Prehistoric
"Geysers and Mammoths" https://youtu.be/oIDNuh-WI9w?t=13m50s
"Kong Berry Cliffs" https://youtu.be/3EENHKfd38M?t=18m
Chapter 5: Netherworld
"Icy Hot" https://youtu.be/spmZYgzEZ5A?t=24s
"The Lava Pits" https://youtu.be/spmZYgzEZ5A?t=15m17s
Boss and Combat DesignHere are a few combat-related designs I've had a hand in. The Betrayus Bossfight was the last boss in Pac-Man and the Ghostly Adventures 2. The combat document below that is a document planning out combat for a hypothetical single player RPG game. Please check them out to see how I go about writing up combat-related designs!
Here's a link to a video of the boss fight in action! - https://youtu.be/Y8FJBtZTbsA?t=16m18s
Pitches and PlanningA big part of my job at Vicious Cycle was coming up with pitch documents to show licence holders and investors. Trying to take an IP and figure out what sort of gameplay would suit it best that we could deliver on with our staff size and our time budgets. I've stripped away any actual names or references to protect the IP's themselves, but you can still check out the documents and get an idea what sort of games I wrote up pitches for!
More examples coming soon...