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.