Fall Guys: Here's How The Developers Make Its Levels

Fall Guys: Ultimate Knockout has experienced roaring success since it was released, with the Mediatonic game going on to sell millions of copies and become the most-downloaded PS Plus game of all time on a global basis. A 100-player battle royale inspired by Japanese game show Takeshi's Castle, the game that originally began life as Fool's Gauntlet would eventually evolve from its punishing first draft into a more-whimsical last man standing experience. In a Twitter thread, principal concept artist Ash Kerins shared details of how levels in Fall Guys were conceived, the design of individual set pieces, and the evolution of the game's visual language, which had begun development under fellow principal concept artist Dan Hoang. Levels were designed to have a general look throughout Fall Guys, and at one point a night mode aesthetic was also explored. Before we'd solidified colour/pattern rules for the game, I started off concepting whole levels and large parts of them to work on the general look. We also explored the idea of a night mode. pic.twitter.com/VSf7AcpHm4 — Ash Kerins (@Ash_Kerins) August 25, 2020 From there I went on to focus on individual set pieces within the game. Conveyor belts, smashy walls, wrecking balls, tiles, doors and spinny floors... pic.twitter.com/35275oqjyQ — Ash Kerins (@Ash_Kerins) August 25, 2020 Once the visual language for Fall Guys was formed and a color/pattern system had been established so that players would be able to recognize which elements could be interacted with, development began to focus on specific design assets.Continue Reading at GameSpot
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