InnerSpace: Leviathan Level Design
A Larger-than-Life Encounter
The Leviathan is one of the demigod encounters from InnerSpace. The Leviathan is complex, as it’s a fully animated creature that is fully navigable both inside and out.
Role: Concept art/design, Level design + blockout, Encounter scripting and cutscenes.
I designed the concept for the creature, built the gameplay sequences and spaces, and arranged the encounter cinematics.
Test the player’s tight-flight skills in the air, and expose them to enclosed spaces underwater.
Convey the enormity of the creature through gameplay.
Create a unique and memorable experience by including all dimensions of the creature in the encounter.
Short play-through with commentary:
Interior and Exterior
The Leviathan is fully navigable both inside and out. Designing this creature took many iterations, and required close collaboration with the teams’ 3D artists and animators.
Standout features include the trenches and tunnels formed by the horns of the shell, as well as the connected chambers within the creature’s core.
Whiteboxing and Development
I whiteboxed the navigable spaces, and the phases of the encounter, before they were integrated with the Leviathan’s base model.
Level Design Deep-Dive
For the Polyknight Games blog, I wrote at length about my approach to level design for InnerSpace more generally. Borrowing slightly from Jenova Chen’s concept of “flow,” I developed my own workflow to accommodate player motion and the geometry of InnerSpace’s worlds.
InnerSpace Official Site
See the game in more context, and get a better look at its worlds.