Cooper Yang


Game Designer
Level Designer
 


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©2025 Cooper Yang

Cooper Yang

Game Designer, Level Designer, Enemy Designer

VECT0R - Level Design


︎VECT0R Project Page


Level Design

 Guidelines 
1. Ample Vertical Spaces – Players should have multiple ways to move vertically.
2. No Sharp or Tight Corners – Accommodates high movement speeds.
3. Symmetrical Maps – Ensures balanced, competitive play.
4. Falling Off the Map – Players can be knocked or jump off edges.

1st Blockout Iteration
1. The map was way too large, causing long delays before encountering enemies.


2nd Blockout Iteration
1. Reduced the map’s size, but it now lacked sufficient obstacles.
2. Players tended to gravitate toward the center of the map.

Blockout Rework Sketches
1. Kept only the center area (the most interesting part).
2. Added a third floor for increased verticality.
3. Introduced more obstacles to enhance cover and strategic movement.
4. Placed resources to create choke points and direct player flow.
3rd Blockout Iteration 
1. Introduced blockout metrics to refine scale and prevent the map from becoming too large.

Level Art
Adopted a brutalist architectural style, highlighting concrete materials to establish a stark, grim atmosphere—perfectly complementing the abstract nature of the levels.
Lighting Rules
1. Blue & Orange – Mark the spawn points for each team.
2. Red – Used only on the -1 level.
3. White – Used exclusively on the upper level.