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Urubu Level Design

Overview of the game Urubu in its entirety. Available on STEAM: https://store.steampowered.com/app/1939290/URUBU/

As for the tutorial, it was designed to be extremely simple in terms of player navigation. At each stage of the journey, the controls and mechanics are explained to the player using tutorial pop-ups and 'in-game' signs.

As for the tutorial, it was designed to be extremely simple in terms of player navigation. At each stage of the journey, the controls and mechanics are explained to the player using tutorial pop-ups and 'in-game' signs.

We used several 'in-game' elements to ease the player's learning process, such as pop-ups, indicators highlighting important elements, and blocking objects that force the player to use their abilities to destroy the obstacle, whether it’s blocking the tra

We used several 'in-game' elements to ease the player's learning process, such as pop-ups, indicators highlighting important elements, and blocking objects that force the player to use their abilities to destroy the obstacle, whether it’s blocking the tra

Level 02 is the first level where the player uses everything they have learned so far. The level is simple, with several rooms and a second floor. The player learns how to navigate through the environment.

Level 02 is the first level where the player uses everything they have learned so far. The level is simple, with several rooms and a second floor. The player learns how to navigate through the environment.

Level 03 is a tutorial level designed to teach the player, first, the throwing mechanic and, second, the mechanic that allows them to place their 'loot' in boxes for transport and throwing to optimize movement. It was designed to be simple and fun.

Level 03 is a tutorial level designed to teach the player, first, the throwing mechanic and, second, the mechanic that allows them to place their 'loot' in boxes for transport and throwing to optimize movement. It was designed to be simple and fun.

Level 04 puts into practice the skills learned in Level 03 and is more complex than Level 02.

Level 04 puts into practice the skills learned in Level 03 and is more complex than Level 02.

Level 05 was designed as a transition level. The goal of simpler, more "arcade-like" levels is to create variety between exploration levels and more straightforward, "fun" levels. It uses the throwing mechanic in a more complex way than Level 03.

Level 05 was designed as a transition level. The goal of simpler, more "arcade-like" levels is to create variety between exploration levels and more straightforward, "fun" levels. It uses the throwing mechanic in a more complex way than Level 03.

Several elements, such as the "tags" on the ground indicating the ideal throwing distance and the arrow-shaped "tags," guide and provide hints to players as they progress through the different levels.

Several elements, such as the "tags" on the ground indicating the ideal throwing distance and the arrow-shaped "tags," guide and provide hints to players as they progress through the different levels.

Level 06 is the final level, combining all mechanics in a more complex exploration environment with additional mechanical components. Players can choose different paths to optimize their route.

Level 06 is the final level, combining all mechanics in a more complex exploration environment with additional mechanical components. Players can choose different paths to optimize their route.

Several elements, such as explosive barrels near secret rooms, lights pointing toward key directions, and symbols indicating important locations, loot, or paths, have been strategically placed throughout the level.

Several elements, such as explosive barrels near secret rooms, lights pointing toward key directions, and symbols indicating important locations, loot, or paths, have been strategically placed throughout the level.

The complete set of maps in the game.

The complete set of maps in the game.

This project, completed in 10 weeks by a team of 4 artists as part of the Ubisoft project, won the special jury award! My main role was as Level Designer, with a secondary role as Level Artist. The game features a series of progressively complex levels designed to teach players navigation, item usage, and optimization of movement. Strategic elements like signs, arrows, explosive barrels, and symbols guide the player through the game’s environments, ensuring a fun and engaging experience. The levels combine tutorial-based mechanics with exploration and fun arcade-style challenges. Available on Steam: https://store.steampowered.com/app/1939290/URUBU/

Date
May 17, 2022