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| overview of the Ocean intro level |
I made some levels for the 3D platformer game Big Hops by Luckshot Games, and it's finally released! You can now play it on Steam, Switch, and PS5.
So far the game is generally reviewing between 7/10 and 8/10. Most players like the level design, though some kinda hate it, which is fair -- we went for a chill cozy-ish no-combat experience that won't hit for everyone, but the people who like it really do like it. I'd compare it to Psychonauts or Banjo Kazooie, with some Mario Galaxy / Breath of the Wild / Sly Cooper bits.
Despite the lack of complete universal adoration, I do think we figured out decent level design practices that worked OK for this scope / type of 3D action game. Some of these dev practices may surprise you; it certainly surprised me when I realized what we were doing. So in this post, I'll talk about some of our level design workflow for Big Hops...
SPOILER ALERT: I spoil some mechanics and levels, but not in detail. I don't spoil any of the story or the ending. Don't worry about it.







