Cooper Yang


Game Designer
Level Designer
Enemy Designer 


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©2024 Cooper Yang

Cooper Yang

Game Designer, Level Designer, Enemy Designer

Zhuang Zhou Dreamed of Butterfly - Level Design


︎Itch Page



Design Goals

1. Narrative Immersion:
- Design levels to transition players from the realistic museum to the dream-like shanshui world.
- Use environmental storytelling to reflect themes of duality and transformation.

2. Flying Mechanic Integration:
- Center levels around the butterfly’s flying mechanics, emphasizing freedom and exploration.
- Use pedestals as visual guides to direct player navigation.
- Incorporate verticality for layered challenges and multi-directional paths.

3. Guided Exploration:
- Utilize environmental cues like lighting and landmarks to subtly guide players.
- Balance clear progression with opportunities for open exploration.


Design Process

1. Mood Board: Take Inspiration from the real world museum and Shanshui Painting 


2. Metrics and Consistency:
- Established uniform metrics for pedestals and hoops during the white box phase to ensure clarity and consistency throughout the level.
- Defined pedestals as stationary platforms and hoops as wind-boosting elements, each with a distinct purpose to aid navigation.
- Maintained consistent dimensions and functionality so players could easily recognize and interact with these elements without confusion.


3. Props Position for Player Flow:
- Strategically positioned hoops and pedestals to create a seamless flow, allowing players to maintain momentum while navigating the level.


4. Narrative-Aligned Level Art:
- Incorporated simple level art, including props, to enhance the narrative and immerse players in the environment.
- Applied shaders to terrain to evoke the shanshuihua (Chinese landscape painting) aesthetic, creating a dream-like, painterly feel.
- Ensured that the artistic elements complemented gameplay without overshadowing the clarity of navigation or mechanics.


Playthrough Video