top of page

CRIMSON DUNE

Fully Produced Tower Defense Level

I've been brought to innoloop as a freelance level designer/artist and have been tasked with producing a level for the demo of their game Rhythm Towers that would be showcased on Tokyo Game Show 2023

ABOUT THE DESIGN

  • Steam Icon

PROJECT BRIEF

RHYTHM TOWERS is a new and unique rhythm-based tower defense game. Taking place on a distant alien planet, you must use your rhythm matching skills to build up defensive towers in order to fight back mysterious hordes of creatures that will stop at nothing, to destroy the planet's rhythm core.

​

Featuring an original story, intricately designed music that is tied to the gameplay, satirical characters and intense, challenging boss battles. Experience the story-driven campaign solo or jam with a friend through couch co-op and online multiplayer.

​

MY CONTRIBUTIONS

- Designed multiple level concepts suitable for a tutorial level

- Sketched out a floor plan of the level and then iterated on it

- Created a greybox level with focus on entertaining gameplay and balance

- Balanced waves, types and number of enemies present in the level

- Fully decorated the level with pre-made assets and Unreal Engine plug-ins

- Iterated on the level until it satisfied the set requirements

- Presented my level to the director of innoloop for approval

​

INITIAL DESIGN

At the start of the design process, I brainstormed multiple distinct level concepts to explore different gameplay experiences and themes. I sketched out several layouts with unique enemy routes and terrain features to experiment with a range of strategic possibilities. Each concept aimed to challenge the player in a unique way.

​ 

After prototyping these ideas, I narrowed down the options based on playability and alignment with the game’s core mechanics, ultimately selecting the strongest concept to refine further.​

GREYBOXES

After both me and my director agreed on the strongest level concept, I began by creating a simple greybox model to visualize the layout and test gameplay flow. Using basic shapes and colours, I constructed the core elements of the level, including paths, tower placements, and any obstacles or terrain features, without focusing on detailed textures or art.

 

This minimalistic approach allowed me to quickly test and adjust the structure, ensuring the design supported strategic depth and felt intuitive for players.

 

In this greybox stage, I focused primarily on spacing, scale, and line of sight. I experimented with path lengths, tower placement zones, and enemy movement patterns to make sure each element provided balanced difficulty while maintaining player engagement.

ITERATIONS

After establishing a solid greybox layout, I began adding art assets to bring the level concept to life. Starting with foundational textures and basic environmental details, I layered in visuals to create a cohesive aesthetic that enhanced the player’s immersion without overwhelming gameplay clarity.

 

As I worked, I made sure to prioritize elements that guided the player's eye toward key areas, like enemy paths and tower placements, ensuring the art complemented the strategic aspects of the level.

​

Throughout this process, I met regularly with my director to share progress, receive feedback, and align with the game’s vision. These discussions were essential for refining both visual and gameplay elements; my director’s input helped me identify areas where the visuals could enhance the mood or where certain design elements could be tweaked to better support player strategy.

 

Each iteration incorporated both aesthetic improvements and gameplay adjustments, gradually evolving the level into a polished, immersive experience that stayed true to our original concept and met the game's overall objectives.

FINAL VERSION

The final version of the level balances engaging gameplay with a visually immersive environment, offering players a seamless mix of strategy and excitement. The layout features enemy paths and tower placement zones that encourage strategic thinking.

 

The environment now incorporates polished textures, dynamic lighting, and subtle effects that reflect the level’s theme and enhance the mood. Each art asset is crafted to draw players into the game world while ensuring the visual elements support, rather than distract from, gameplay.

 

This final iteration successfully combines all the core aspects we set out to achieve, creating a rewarding and visually cohesive experience that aligns with the game’s overall vision. Through extensive testing and feedback, the level is finely tuned to offer players a dynamic and enjoyable tower defense experience.