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Levelling the Playing Field

[h3]While our Tech team tenaciously work on the dino AI and game build, let’s get into the level design of Deathground.[/h3]

Introducing our Level Designer
You would have already met Morgan, plus some of our other devs behind Deathground, during our AMA last summer. Morgan spent a lot of time over 2021 laying down the foundations of Deathground’s map. Thanks to all of her efforts early on, we as a team very quickly had a great grasp on what the base map was going to look like. It was amazing to see the first jigsaw puzzle pieces in place, and with Phoebe’s (Environment Concept Artist) artwork, we could feel the world of Deathground coming to life.

Then over several months, Deathground transformed from its blockout “green blob” phase to the first import of terrain, alongside the blockout imported over the top. Check out the different phases in the GIF below.

Comparing the different phases of level design over last year’s development



With the buildings and thick foliage in place, she continued to tweak the terrain while mapping out the playable area that you’ll be running around through. But that’s just the tip of the iceberg. Morgan is building a labyrinth of passageways for you, some you won’t be able to see from a lookout spot...

A sneak peek underground on one of the blocked out playable areas

Building to scale
As you can see, routes throughout Deathground will vary in size. As soon as Morgan was able to get her hands on the new and improved dino models, she started adapting the building structure according to their sizes. One of the many unique challenges has been on making sure it would be realistic for certain dinosaurs to move through different parts of the map. As problem-solving goes for a Level Designer, that's a pretty fun one to have! Wouldn’t you agree? On many occasions, we would enjoy listening to Morgan’s ‘out loud thinking’ work-style, while she’d demonstrate what she’s working on.



Morgan has designed a lot of great levels by considering both the different gameplay scenarios and the player’s perspective. There’ll be a lot of intense gameplay moments to come, thanks to her consideration on the level design. Think about those future corridors that you’ll be trying to outrun the dino’s through. The tighter spaces that you thought were only small enough for just you. Or that passageway you thought the larger dinos couldn’t charge through after you… Cheers for the future terror, Morgan!

Current development
As all of the major buildings have been blocked out throughout pre-production, Morgan continues to finesse the level design. Now collaborating with our 3D Artists, the structures will be adjusted to fit the assets that they’re creating for the interior and exterior spaces of Deathground. You can already see some of the development of the exterior from the images below.

Comparing the different phases of level design over last year’s development on just one area of Deathground

Q: When in-game, would you like to look over the world of Deathground from vantage and viewpoints?

Let us know in the comments and discussions area.

Until next time...
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