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Level Design

As a Level Designer on Fall Guys I took sole ownership over the design and creation of 7 full multiplayer levels from the initial pitch stage all the way through to release. I worked closely with art and engineering teams in a lot of cases through phases of iteration and feedback to build out the levels to their final form.

For more information on each level and their design direction click on the images below.

Obstacle Design

As a designer I also contributed to designing and creating multiple obstacles that can be used throughout the suite of levels both past and future. I took them from initial pitch, working with both art, engineering and audio teams iterating on them to a point other designers can use them within initial builds of their own levels. 

I also created & maintained the extensive documentation we kept on useable obstacles.

Rhino Robot

The Rhino Robot is an enemy character developed primarily for the Stompin' Ground level but is used elsewhere through variation. The Rhino detects Fall Guys in its vicinity and will chase them, occasionally charging at them to deal massive knockback.

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Speed Arches

Speed Arches are placeable objects introduced in Free-for-all Season 1 that temporarily boosts the movement speed of any Fall Guy that runs through it. Turn speed is also tweaked so handling isn't made too unwieldy.

Hover Platforms

Hover Platforms are platforms of multiple sizes that either hover in place or can be made to move on a designer dictated spline along all 3 axis. They can be used as platform or as walls.

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Level Variants

As a level designer I worked on many of the 100's of level variations featured in the game. These changes ranged from small to complete replacements in some cases and are made to give more variety to levels or provide fun Easter eggs for players.

 

Part of the process of each wave was deciding which levels were in need of new variation, pitching ideas, formulating a finalised list to be made and then creating, iterating and giving/receiving feedback and linking them up to the CMS system with the parameters in which they can appear. For some latter waves of variation I took a co-lead role on the feature helping make decisions on levels to prioritise and which variant ideas to go forward with. I also helped delegate and give feedback on work to junior designers.

 

I also created and maintained extensive documentation on every variation across all levels with filtering conditions to make finding certain types easy for other teams such as Live Ops.

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