
Background
Django Unplugged is 3rd person brawler/shooter that follows a modern day slave uprising against their masters. The player must make their way through the island, using their bare hands and weapons stolen from slave masters to take back their freedom by any means necessary.
Goals
The story of this level follows the player as they escape the slave quarters/slum and break into into the master's property to take revenge. The level design had to demonstrate this change in setting as well make the player like they were escaping despite the level being broadly linear. With this in mind, the level is essentially split into two halves:
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The Slums
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Simple haphazardly placed buildings. Climb rooftops, sneak through alleyways and fight knife-wielding enemies.
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Slave Owner Paramilitary Base
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Shipping crates and military structures. More open spaces, and shotgunners added to the mix.
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The Gate
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The level ends with the player reaching the gate cutting of the leader's property and moving on to the mansion in the distance.
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Lessons
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Importance of pacing and intensity in single player levels
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Importance of knowing when to cut stuff for the greater good
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How to balance using interesting shapes/architecture with playability/ease of movement
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How to incorporate playtesting feedback into newer iterations
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What I would change
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Adding more non-linear sections would make the space feel more real and reinforce the feeling of a haphazardly-built slum​
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Tweaking intensity pacing to ensure players stay engaged without getting burnt out


