Original 2D Blockout: Ratchet and Clank (PS4)

Level Creation Exercise

Objective:

  • Complete a timed design test for Insomniac Games by creating an original level mid-production while adhering to the studio’s existing mechanics and gameplay metrics.

Process:

  • Research & Analysis

    • Studied the game’s established mechanics, player metrics, and core systems as required by the test

    • Broke down traversal distances, combat pacing, and spatial metrics such as jump gaps, cover height, and line of sight

    • Identified constraints to ensure all design decisions respected the boundaries set by the test parameters

  • Concept & Planning

    • Designed a level flow that balanced exploration, traversal, and combat encounters, consistent with Insomniac’s gameplay style

    • Outlined encounter pacing and player guidance strategies while aligning with the intended difficulty curve

    • Produced documentation for the test that clearly articulated intended player experience and design goals

  • Blockout & Spatial Design

    • Built a blockout with strict attention to scale, movement metrics, and combat spaces defined in the test requirements

    • Integrated traversal challenges and combat arenas that leveraged existing mechanics rather than adding unsupported features

    • Iterated on layout to ensure readability, player choice, and smooth progression within the constraints of the exercise

  • Production Considerations

    • Approached the design test as if working inside a live development pipeline

    • Focused on modularity, asset reusability, and efficiency for potential team handoff

    • Considered technical limitations and performance implications while building the test level

  • Outcome

    • Delivered a fully original, production-ready level concept that demonstrated technical expertise, adaptability, and alignment with Insomniac’s design philosophy

    • Successfully completed the Insomniac Games design test under strict constraints, showcasing readiness to contribute within a professional studio environment

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Level Design and Original Mechanic Pitch Deck- Bioshock Infinite

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