This article is for the game Aetherbreak. For this game, I was responsible for executing an "art pass" on all 21 levels within the last week of production. However, as I tested the levels, it became clear that it would not be quite as simple as placing down decorations.
The main issue I deduced with the original levels was the lack of attention towards gameplay flow and visual hierarchy. While playtesting, I noticed it was difficult to tell where to go or where to look – since each level consisted of tiny platforms in large, featureless voids.
Old level screenshots
I was able to address this with the following principles:
Place skybox props strategically.
This can be done to direct players eyes, and block sections of the level they don't need to see yet. I think understanding composition fundamentals is critical for level design.
Motion draws the most attention.
Animated rings of debris guide where the player must travel through.
All interactable props need to be animated in some way.
It was my responsibility to fix these levels up while preserving the vision of the original designers, and I was very grateful for them trusting me with their work. We were very proud of how the levels turned out in the final game!
Below is the full gallery of levels, before and after my work on them.