

Toxic Sewers
Sewer Section Features
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Toxic water for added threat for parkour.
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Tense zombie ambush encounters.
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Cold and dark theme.

Lighting the player's way through the dark sewer.
Fiery High-Rises
High-Rise Section Features
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Staggering heights to parkour across.
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Burning building sections.
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Explosive barrels for cool WOW moments.
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Fiery and high theme.
Guiding the player through a destroyed high-rise building.

Conveyance for parkour to reach the rooftop.

Rooftop final combat encounter space.
After deconstructing other racing game tracks, I was able to design a visually interesting layout, that had a progressive difficulty curve, and respected risk versus reward opportunities.
Improving the sightline of the landmark asset and framing both paths.
Iterating the space for this section makes turns easier and offers more path options.
Increasing the value of the shortcut for the Zen Garden by simplifying the path.
Dr. Weevil's Laboratory
I had the player enter the Main Chamber right away and see their goal of the locked door leading to the Inner Laboratory.
Using a Hub & Spoke layout, I pulled the player through the many trap-infested rooms to access the two computer terminals needed to enter the final room and faceoff against the last of Dr. Weevil's evil synth robots.

The player passes through the Main Lab (hub room) three times as they work to unlock the door to the Inner Lab.
Conveyance
I used multiple levels of conveyance to steer the player in the right direction to progress through the quest even if they become sidetracked by exploration.
Teaching the player to shoot damaged panels to open doors.
Improving sightlines for player's current goal and long-term goal.

Conveyance to finding the sightline to shoot the power breaker.