Overview

Set In Stone is a collaborative year long game design project run by the school of creative technology at SCAD. The purpose of this project is to create a precedent for using online multiplayer in games at SCAD! In this game players work together as cavemen, to explore and defend a vastly growing cave system from creatures that aim to snuff out their bonfire.
Work
Level Design

The design team for Set In Stone wanted to ensure we had clear design goals when starting with all of our levels. This is a first iteration of one of our levels. Below highlighted in yellow are obstacles for the player to move around and key areas in the room. The purple is designated for open space and why it remains open. The green is for objects and areas we wanted the player to directly interact with.

1 - Jutting rocks providing a shortcut for the player. If a player misses a jump or wants to get down too quickly, they will take fall damage.
2 - More Jutting rocks, these are intended to allow the player to get from the top exit to the sap tree faster while negating fall damage. They should also block the players vision of the sap tree upon first arrival.
3 - Rocks further enclosing the sap tree from the rest of the room. These are not obtainable by jump height and block the player from jump

1 - A small section of the level that is intended to act more enclosed to the player. It forces enemies to walk around the objects laying down and allows for trap placement or a good place for momentary rest.
2 - This space is relatively open; it is intended to allow the enemies to move through freely while the player can utilize the obstacles and environment for themselves. Towards the middle it sort of bottlenecks allowing the player a good place to put down traps.
3 - Provides a much slower

1 - An elevated platform that has view of the whole room proves to be useful especially to ranged classes. (Only accessible through building)
2 - Ideally the first thing players will see upon entering the room. A different way to traverse up to one of the exits.
3 - The Sap tree, a decent bit far from the main door. Ideally the sap tree is blocked by rocks when the player enters the room to allow for more exploration.
Iteration

As design progressed further we wanted a more concise and organized way to pick out certain areas in our rooms. I played around with multiple different iterations of ways we could design this and ended landing on a simple design that emphasized key objects in the room after the initial design phase.



