Kentucky Dash is a 2D multiplayer auto-running platformer. As a level design intern, I created challenge levels for single player mode in addition to prototyping new features and game play elements. Kentucky Dash is in Early Access on Steam.
Game: Kentucky Dash
Genre: 2D autorunning platformer
Developer: Super Soul, LLC
Engine: Unity with the Corgi Engine
2D Level Design
Design Challenges and Trophy Requirements
Create reusable prefabs for both multiplayer and single player modes
Play test new areas and mechanics
Assist in creating particle effects for new mechanics
Level Design for an auto-running platformer
During my internship at Super Soul I was tasked with creating single player challenge levels for their upcoming release Kentucky Dash. In Kentucky Dash the player must clear fence gaps, climb various buildings and billboards, and even hop strategically from car to car. The player can race against the clock by themselves or play with friends as well as complete single player challenges.
As the level designer I was tasked with working in Unity to test prefabs and combine them in unique ways to instruct the player how the game can be played through a series of challenges. The later single player levels challenge the player further in order to finish all the objectives. I worked with Super Soul for approximately 3 months during the Summer of 2018.
• Teach the Player basic mechanics of the game: jumping, dashing, using jumpers.
• Exaggerate the importance of collecting coins and creating combos
• Challenge the players by creating levels with varying difficulties.
• Create unique challenges that may result in repeated play-through of level. This gives the player a chance to recognize patterns.
• Gain experience in Unity and learn Level Design concepts.
Level name: ‘Learn 2 Dash’
Goal: Teach the player to use the dash mechanic with jumps to reach longer distances and collect more coins.
Level Difficulty: Beginner
Challenges: Dash 15 Times
Jump 30 Times
Trophies: Gold: 100 Coins
Silver: 90 Coins
Bronze: 80 Coins
What went right?
• Created multiple levels that taught the player how the game works.
• Challenges resulted in players replaying the levels so complete all tasks thus increasing the play time.
• 2D platformer level design in Unity.
What went wrong?
• The lack of play testing by new players during the internship meant that some levels frustrated newer players.
What have I learned?
• Level Design for 2D platformers in Unity
• Creating tutorial levels and challenge levels
• Using pacing to make a level interesting and add variation
• Create affordances to guide the player’s movement
• Play testers of all experience levels are necessary to ensure level difficulty is consistent