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De Blob Level Study

Roles

  • Level Design

  • Programming

  • 3D Modelling

Bring the Colour Back to Chroma City Midtown!

In this level design analysis, I was tasked with recreating the mechanics and features of the De Blob games. The goal for the game is to repaint the colour-drained level by gathering colours from paint-bots, and splashing the buildings by running into them. I built the game from the ground up, doing all the coding, art, and of course, level design.

Made in Unity 3D

Screenshot 9.png

A large focus of my time on this level was the pre-production and planning aspect. One of the major tools I used to make the level was a beat chart. Something that was difficult regarding the beat chart is that De Blob levels aren't typically point A to point B. While they aren't necessarily open world, they aren't strictly linear either. It was a fun design challenge though, as I could plan gameplay beats through multiple ways of play. Here is the finalized beat chart that I created: 

There were a few focuses for this beat chart and thus the design of the level. The largest focus was on making sure the level was engaging enough to the player so that they would be encouraged to explore and paint as much as they can. Levels from the original De Blob games are not designed to be challenging, so I kept with this mindset in designing my own level. I carried over the optional colour coins that provide a layer of challenge to wanting players. Other than this however, I wanted a very gradual skill curve. To enforce this, the first act of the level is in a more flat farm area with very little obstacles for the player. It acts as a playground for players to learn the controls and movement until they earn enough points to get through the first gate. After this,  I started providing more challenges to the player such as larger ink pools, mandatory platforming sections, and larger groups of enemies. 

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This approach seemed to work quite well, as in almost every playtest players would have very little difficulty with later sections due to how much time they spent in the first section. One pretty great feature of the De Blob levels is that progression is locked behind points- what you earn based on how much you paint. Thanks to this fact, tweaking when players were able to progress became quite easy as I could just change the point limit behind the gate locks. This feature also creates very unique playstyles as completionists may unlock all the gates in the first 2 areas, while more casual players may try to create a golden path to the finish.

Beat Charts- How Inking out the Pacing Worked

De Blob Level Beat Chart.png
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