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Crash Bandicoot: On the Run
INTRODUCTION

A mid-core runner set in the Crash Bandicoot universe. Designing levels across iconic locations, balancing difficulty and accessibility. Integrating enemies and obstacles whilst maintaining the classic franchise feel

Project info
  • 1.5 Year Project

  • 120 Team Members

  • Unity

  • Operating as a Live Game

  • +40 Million Downloads

  • Pocket Gamer 2021 Finalist

My Roles
  • Taking levels from prototype to publish

  • White-box Level Concepts

  • Liaising with Environmental Artists + VFX

  • Ideation of Mechanics + Enemies

  • Improve monetisation through curated difficulty adjusting and level pacing 

DESIGN OBJECTIVE
  • Allow the level to accomodate for a vast range of different player skill levels

  • Promote fluid traversal across multiple routes whilst minimising unfair deaths

  • Provide a sense of exploration and progression through risk versus reward design

DIFFICULTY
Blending Linear & Non-Linear Design

Presenting players with the option to take multiple routes opens up the problem on them potentially missing out on key, tutorialised sections.

To combat this issue, I design low intensity 'forced' moments that teach a mechanic or manoeuvre, which is then followed by optional routes that in order to reach, players must repeat what was just learnt in a safe environment

Skill Checks

At given points we need to separate skilled players from non-skilled players so we can design certain areas with the appropriate level of difficulty.

Doing so we ensure low skilled players are not given too much of challenge whilst at the same time making sure skilled players are being engaged enough. 

TRAVERSAL

When allowing players free to choice of which route to take, we need to ask ourselves these questions when designing a section:

  1. ​ Is the area easily digestible so players are able to understand how to get from point A to B?

  2. At any given moment, are players able to to exit their current route and continue safely?

  3. How can skilled players make the most out of a given area?

1. Digestable Areas

The balance between static and animated objects is used here to draw attention to the optional route

2. Making Failure Safe

The main aim here is to provide a safe but engaging experience for the lower skilled players that would often be on the bottom route. At the same time making sure players who drop off from the higher route aren't unfairly and abruptly killed by an instant obstacle

3. Skill Utilisation

Here is an example of where we can make skilled players feel even more skilled by allowing the possibility for them to reach additional routes if they are quick enough.

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