Peloton's Cycling Experience
Level Design Process


Researched competitor products to determine what users liked and disliked.
Met with Lead Designers and artists on a weekly, sometimes daily basis, to align on game world vision and determine all of the interactions and abilities the user would have, and how environment artists wanted the world to look.
Established Level Design principles, documented and created game object metrics for all locomotion abilities, game mechanics (pickups, entity behaviors, interactive objects, landmarks), navigation helpers.
Designed levels in 2D (using affinity Designer/Photo and miro) for Design and Art leads to sign off on layout and progression.
Greyboxed level layouts (all navigable paths, game object placement, landmarks, navigational objects, triggers, etc.) in 3D.
Tested layouts locally to iron out issues and balance, before pushing changes to the main Git branch for everyone to play during weekly tests.
Met with all concerned parties following playtest to aggregate feedback, and collaborated with necessary parties to fix issues and create a product ready for release to the masses.