Level Design GDD & SketchUp
Software: SketchUp (white boxing)
Team Size: Solo Project
This level combines in-game dialogue, cutscenes, mission design and level design, inspired by Tomb Raider and Uncharted.
What I Would Change for Next Time
I would section together similar types of gameplay (such as sections 5-7, which are focused on combat). The current document separates all areas into individual sections.
While I gave conscious consideration to level pacing and aimed to vary the gameplay, I didn't communicate my thought process in the documentation. I would include a graph to depict the pacing of the level (i.e. combat, traversal, puzzle, etc.). Below is a simplified version.