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Developement
Break In was the first game I developed at Champlain College. I was in charge of the games level design.The level design was made to take advantage of the mechanics and moves. These are a snatching attack and invisibility power. The levels are designed so that the player has to take advantage of these powers at various situations to gain new items or to avoid enemies.


The Snatching Power is used to grab items from a far distance or behind crates. The Invisibility power allows the player to become invincible but the player cannot move while this power is active.

It was initially a challenge to figure out how to incentivize players to use these powers. I took a look at the levels and evaluated what kinds of obstacles they had and why they were not convincing for players to use.

The Levels are designed with crate and several object placed faraway from the player to encourage the use of the snatcher and there are moving lights that are in the level to encourage the use of the invisibility power.
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