SHAWN SINGH
Game Designer
Planet Cracker
Role: Level Designer
Responsibilities: Creating a forest planet level
Tools: UE5 and Epic Games Marketplace
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Dan Taylor's principle four is “a good level design constantly teaches (Taylor, 2013).” Dan says “a game is one massive tutorial,” in Planet Cracker we allow the player to use all powers but only certain places they can they be used(Supernova Studios, 2024). The player uses the portal ability to get to new areas to continue while adding new puzzles (Taylor, 2013; Supernova Studios, 2024). “ Deliver the fantasy” is one of the things Dan mentioned in his talk(Taylor, 2013), the fantasy of Planet Cracker is being a planet destroyer that works for a company that blows planets up(Supernova Studios, 2024). Principle eight “A good level design is efficient” (Taylor, 2013). To be more efficient for Planet Cracker we used the least amount of things possible (Supernova Studios, 2024). Dan’s principle ten is “a good level design is driven by mechanics ”(Taylor, 2013 ). We have based a lot of our puzzles around a couple of mechanics in mind like the portal ability in my level(Supernova Studios, 2024; Taylor, 2013).
