
Level Blockout
For the level I wanted to create a small semi open world for the players to explore. I thought of using alot of large roots and rocks to help make some paths for the players to follow. Also to use large mangrov roots to close off the sides of the level in a natural way no pun intended.
Below are the first iterations of the water shader I made for the game. Before we got to the idea of a swamp planet, I was testing a deep sea look. However ultimately we went with the green shallow water that we improved on after the BETA stage of the game.
Description
Role
Cosmic Repair Duo is a game about handy repair twins that go around the galaxy fixing things. The game is set on a swamp planet and takes place underwater. I was the Product owner for this game along with the Level Designer. I also implemented all art assets from my artists, done the lighting and materials. Lastly I also created all the VFX and foliage interations.
Product Owner / Level Designer / Level Artist / Level Lighting
Project
Game Project 3
School
Futuregames
Genre
2 Player Coop , Casual, Cozy
Engine
Unreal Engine 5.3-5.4



Gameplay




Level Layout
It was hard for me to come up with interesting ways for the player to navigate the level. I played around with elevation, using large roots that covered the paths, and sometimes, players could climb up and use them to get to elevated areas.
The first image is the initial stage of the level layout. At first, we were only thinking of small elements of the game. We did not have the mechanics or any puzzle ideas yet, so there was no real design direction yet for the level. Later, we came up with a three-stage design for the puzzles and objectives in the game. Firstly, the player must find the antenna terminals for that mission in the level. Once they get a strong signal, they can call in a drop, giving the player the required tools for the mission. I wanted the players to have time to explore the map and to lead them all around it. The last objective is the puzzle itself.
Screenshots from early blockout

Player Guidance
Early on in the level blockout, I really wanted to ensure that the player's guidance was strong. I made these glowing alien plant balls that glow yellow. I used these yellow glowing balls wherever the main paths for the player were. As the level is set in a swamp, I could use these huge lily pads as a place to hang these guiding lights. However, these lights alone were not enough to guide the player. I used blue, glowing planets to light dark areas. The placement of the lilypads points in the direction of the current objective. Roots would also be angled in a way that would funnel you through the level.
In later playtests, we realised there was no incentive for the player to explore around the map. So, in response to the playtests, we made coins similar to Mario Bros. That were placed along the mission paths to help guide the player. The coins were satisfying to pick up and had a cool VFX that I also made.
After these changes, we received great feedback on the level on design and guidance, which I was very proud to hear.



Puzzles
Currently, the game has three types of puzzles: a welding puzzle, a power washer mini-game and an antenna puzzle. In many playtests it was difficult for the players to find their way around the puzzles and know where to go. I fixed this by adding glowing wires that take the player in the direction they need to go.
For the antenna puzzle, the wire takes the player to the area where the signal might be without taking them directly to the signal.
When the player completes the welding puzzle, an item crate opens with a powerwasher for the next puzzle. The biggest problem we had was guiding the player to the power washer. I placed another wire connecting the welding terminal and the loot crate so that the player follows the line to the next objective.


































