MINECRAFT DUNGEONS: ECHOING VOID
LEVEL DESIGNER ║ GAME DESIGNER
Minecraft Dungeons: Echoing Void was the second project I worked on at Double Eleven. It is the sixth DLC in the series and is based on The End. I primarily worked on the Endersent Dungeons which are small levels featuring a boss fight at the end, as well as some more generalist design work on weapon balancing and puzzle design.
THE UNDERCROFT
Design Overview:
Enter the dim, abandoned crypt nestled under the Cacti Canyon. Many locked doors await you, but will you be able to take on the enemies that dwell in the darkness, retrieve the right keys and make your way to the Endersent boss hidden in the mausoleum?
Learning Outcomes:
The main mechanic of this level was finding colour coded keys (which were guarded by small combat sections) to unlock colour coded doors. I spent lots of time considering how to design my level and position these different doors and keys to ensure that it was simple enough for children, but still engaging to older audiences.
Another way I achieved this balance was by having enemies to fight near obtainable keys, which was significantly easier for groups (which is the scenario where children were more likely to be involved) and more difficult for solo players.
THE SUNKEN WATCHTOWER
Design Overview:
Discover a mysterious, secluded stone entry way that takes you down into an abandoned watchtower far below the depths of Soggy Swamp.
Traverse down the many steps until you eventually reach the bottom which is teeming with overgrown plants, tough foes and an Endersent boss that only the strongest adventurers may overcome!
Learning Outcomes:
Explored level verticality and how that can create a more interesting playspace.
Examples of how I utilised this include having enemies targeting the player from different heights, as well as blocks that would fall away into the depths of the watchtower if the player stood on them.
Learnt to set-dress. This gave me a lot of insight into the environment art process and means that in the levels I make now, I am easily able to showcase my vision.
OLD TOWN HALL
Design Overview:
A once lively, bustling town hall has been overrun with skeletons and zombies! But what evil energy could be drawing them here? Infiltrate the sprawling town hall, take the elevator down into the mines and clear out the Endersent that is lurking down there.
Learning Outcomes:
Created a linear level which still offered variety through randomly generated tile variations that eventually led to one of two boss arenas.
Created an environment with both expansive spaces as well as smaller, more narrow areas later on during the level.
Experience creating a level and story with a specific set of project based tools.