
While at WhyKev, I had the great pleasure of working together with Kevin Andersson on PaperKlay as a Level Design Intern.
I was responsible for reworking and extending already existing levels as well as creating new levels for the game. I am forever grateful for being a part of the team behind PaperKlay and it has been an honor working with Kevin!
PROJECT CONTRIBUTION
Level design
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Rework and extend already existing level in the game
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Creating new levels from scratch for the game
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Technical level design to solve existing and new problems
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Level art for both extensions of levels and newly created levels
Other contributions
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Creating new 3D models for the game where it was needed
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UV mapping models created by me
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Writing code to existing scripts for improvement
LEVEL DESIGN SHOWCASE
Extending Levels
While working on PaperKlay, one of my jobs was to extend parts of already existing levels. To the right, you can see an example of one of the levels we called "Yellow Lake". The goal was to increase the level play time by at least two minutes and challenge the player with fun platforming.
Reworking Levels
Some levels in the game were planned, but did not yet exist. Kevin granted me access to an early version of PaperKlay where the game was originally just going to be rotating cubes where the player rotates the world by walking through rotation points. I took the old level structures and imported them into the current PaperKlay, then applied the new logic and aesthetics to fit the game.
Creating new Levels and Problem Solving
I was tasked with creating new levels for the game. These levels are unlocked once all levels in a world is 100% completed, so the secret levels are supposed to be a lot more diffucult than the normal ones. The goal for these levels were to blend three different levels from the same world into one level with streaming logic to prevent performance issues.