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BIOMORPH, LUCID DREAMS STUDIO - 2024

BIOMORPH is a 2D Metroidvania with the unique twist of controlling the monsters you defeat to navigate levels.

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Steam Release: April 5th 2024​ (Steam Store Page)

  • 94% positive user reviews out of 238 reviews (as of May 1st 2024)

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Prizes: BIOMORPH was nominated for Game of the year at the 2024 Canadian Game Awards


Roles:

  • Level Designer

  • Quest Designer

  • Writer

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Tasks:

  • Developed in Unity

  • Designed more than 10 zones for a 2D Metroidvania

  • Created over 200 interconnected levels

  • Introduced the player to many different mechanics

    • Over 21 monsters with unique abilities the player can control​

    • 10 different traversal abilities

  • Wrote the story and dialogues of the game

    • Designed the flow of quests to match the story​

MAP & LEVEL DESIGN

Levels:

​Created every step of a level's design

  • Initial documentation stating the level's intention

  • Blocking to create the initial flow

  • Make sure the zone connects properly in the world

  • Implement the gameplay ingredients

  • Test and play the levels at every step of production

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Zones:

  • Every zone has its own feel and progression

  • Each with their unique elements to introduce to the player

    • Unique monsters​

    • New traversal mechanic

    • New gameplay ingredient

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Flow: 

  • The map was designed to let the player explore freely

  • Progression is gated with abilities by strategically placing chokepoints to control the player's flow

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CREATING A ZONE

STEP 1
SIMPLE LAYOUT

​Create a layout to define the following

  • General flow of the zone

  • Intentions for every room

  • Use all required ingredients

    • Spread them over the zone in an interesting way

  • Place safe spots strategically​

    • Every 3 or so rooms was the best for the game's flow​

  • Make space for narrative elements​

    • Including NPCs, towns, narrative rooms, etc.​

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STEP 2
BLOCKING

​Create a 2D blocking in SketchUp

  • Every zone in the game connects to each other

    • Metrics had to be respected to make sure every room and their units fit with each other​

  • Use the most interesting and fun LD patterns​ in the rooms

    • Place them in a way that offers an increasing challenge to the player​

STEP 3
EDITOR INTEGRATION

Integrate the zone and its rooms in the editor​

  • Follow metrics already calculated in the SketchUp blocking

  • Add gameplay ingredients and integrate any necessary data: Quests, Monsters, etc.

  • Playtest (a lot !)

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STEP 4
LEVEL ART

Meet with the art team to share the zone's vision

  • Make changes based on their needs and ideas

  • Playtest (again !)

    • To make sure the art does not hide any important gameplay elements​

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STEP 5
UNFORESEEN CHANGES

Late into BIOMORPH's development, a huge change was decided by the direction:

Monsters could now be used everywhere !

  • All levels were integrated at this point

  • This game has 21 monsters with unique metrics and character controllers

    • Where a room had at most 2 useable monsters, they now needed to be playable with all of them

  • I had to go back through all the levels in the game to make sure no monsters would get stuck or create sequence breaks

  • New secrets were added to give an incentive to the player to use this new feature

  • Playtest (necessary !)​

    • So many changes were made and I had very little time to implement them​

      • Fast and efficient playtesting was crucial​

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STEP 6
MAKE IT FUN !

The zone is almost done, time to make it has fun as possible

  • Playtest (always !)

  • Make sure everything in the zone is fun and has a reason to be

    • Cut anything that hinders the flow​

    • Cut anything that ends up being unfun

      • No place in a game for good ideas that are not fun​

  • Make changes based on playtesters' feedback

    • Where were they lost ?

      • Make the objective clearer​

    • Where was it hard and is it supposed to be hard ?

      • Adjust to the intended difficulty​

    • Any gameplay objects or enemies not understood ?

      • Teach it better through tutorials/first interaction

 

Rinse and repeat all steps for every of the ​​​13 zones!​​

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Gabriel Bradley ©2020 - Created with Wix.com

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