Since the game had a fixed camera, and no jumping it was difficult to add verticality to the levels. However, we created certain locations onto which one could teleport from which the player could then get a better overview of the level.
To make sure that the player was always on their toes and always moving we implemented a variety of environmental hazards, here in the form of pressure plate spikes. After walking over these plates at a fixed time spikes would shoot out. These were both advantageous and disadvantageous for the player depending on how they were used.
The levels featured numerous geometry which could be favorable and unfavorable for the player. There were locations with tight corridors that the player could use to funnel the enemies into but had the risk of trapping the player as well.
Additionally, there were tiles that featured multiple mechanics, like environmental hazards and speed up zones. These have been introduced to the player at other locations but can also appear together.
The Levels
The levels in the Metrodome were set up to be semi procedural, this meant that the arena in which the player plays consisted of 9 tiles and these tiles were separated into 1 center tile, 4 side tiles and 4 corner tiles. Each tile had different geometry and gameplay on it and was then procedurally placed.
In total I created over 150 level tiles. This made it possible for the player to experience a changing level in his current run as well as in new runs. The player always had different scenarios and new unique experiences.
The Metrodome arena went through numerous changes and protoypes. As the game evolved and changed so did the levels. When we decided on a fixed top down camera the drastic changes were necessary.
The levels changed from a focus on the atomosphere induced by the surroundings due to an interactive crowd and narrator to a focus on the gameplay and geometry on the levels and how it is utilized with the unique camera perspective.