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Spiralis
Spiralis is a brief (about 2 minutes) FPS/Platforming Level designed to act as a high intensity, non combat portion of an FPS game centered around a rising water level mechanic. This level was created in 4 weeks of part time development.


Level Overview
An FPS platformer level centered around a hazard that chases the player up the structure. The player must move with purpose and intent to survive the incoming threat, while avoiding or removing threats ahead of them.
Gameplay Overview:
- Move quickly to avoid the incoming hazard of the rising water level.
- Traverse the hazardous environment to reach the top, avoiding obstacles and removing blockages along the way


Gameplay
Top Down Design

When creating a top down for this level, I found a unique challenge in conveying verticality in the level for a space that overlaps on itself this many times. Because of this, I opted to draw out the "sections" separately to reduce confusion as much as possible. Since I knew I wasn't spending much time with this project overall, I opted to use this portion of the development time as more of a show of general ideas rather than have it serve as a true layout reference.
Whitebox Pass
At this stage I worked towards creating a baseline geometrical structure that communicated the larger scale environment, while simultaneously adding all of the level mechanics to make the simplest playable version of the level.




Final Pass




Reflection
All in all, with the little amount of time I spent with this project, I think it progressed fairly well. That being said, I can clearly see a number of things that could be improved upon if there would have been more time to refine certain ideas or processes.
What Did Work:
- The rising water mechanic served it's purpose perfectly by keeping the player moving constantly
- Adding the shootable obstacle added an extra layer of depth to the gameplay aside from just run/jump
- The lateral moving sections worked similarly to my original idea of having the player move down before rising higher to create tension by being able to see the rising water approaching
What Didn't Work:
- A lack of external playtesting allowed many issues to persist
- Some pacing issues could be resolved with more intricate obstacle sections where the player needs to figure out how to move forward, rather than moving forward constantly (this would also contribute to increased tension)
- The shooting mechanic could have been utilized in more ways to create more unique moments and differentiate sections of the level a bit better
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