Undergraduate Level Design
For my undergrad capstone game, me and my team worked on a relatively 'closed' open world setting. The player is a shoplifter infiltrating a huge shopping mall. There are nine levels in the game, and they all take place in the same big open level, but the layout changes within each level to provide an effectively unique experience. For example, certain doors are completely locked during some levels, while they're open in others. Early in the game, huge sections of the map are closed off, so the player doesn't have as much ground to cover. Later on, it opens up, granting great agency to plan a route or scramble through many rooms to escape. This whole thing ended up being a massive level design exercise. In my mind, this was a great way to get a lot of mileage out of one larger level, and since the world was composed of various themed shops, it would be possible for each of our level designers to build levels independently and later drop them into the full world. Of cou...