What Lurks Beneath
Introduction
What Lurks Beneath is a two-player co-op 3D puzzle game with light platforming playable with both keyboard and controller. The game has the players take on the role of either a small child or a big, burly monster. The child gets lost in this fungal world and the monster helps the child get back home to their world. I worked as level designer for this game and my goal with it was to have a level that could flow easily and be interesting to walk around in. However, it had to be simple and not too broad as it is not a game where you go exploring much. Worked in a team of 18 people over the span of 5 weeks and here is how it went.

The first map sketch made in Miro. Here the idea was to have a very linear level. While sketching I played around with different puzzle pieces such as buttons, levers etc.
The puzzle items we ended up having is: Buttons(one for the child, one for the monster), weighted scale, punshable vines(works as triggers with timed actions), climbable objects, movable objects.
The Blockouts



















What I took with me from the project
Making puzzles is hard
The easy part is coming up with a scenario, the hard part is coming up with a scenario that is interesting and excecutable. You will be walking a fine line of making something very easy or too hard. And even when you think that it is obvious for how you would beat it. You don't know until you watch playtesters struggle or simply beat the puzzle in a way you did not intend.
Communication
Having good communication is key, and a set goal that everyone understands and can follow. I learned during this project that it is good to jump in between the different functions in the team to give them more insight than just letting people know during standups or the GDD. Both good things to have during the projects. But it benefits other, for my case the art department, if I can jump in with them and show them whilst I am working so they know what type of assets they need to work on beforehand so it doesn't get piled up in the last minute.
Accessibility
It can be tempting to put in a lot of stuff to make the level packed with stuff. But more often than not, less is more. By trying to build with an approach of "path first, surroundings second". You have it easier to put down things such as interactable objects that won't be obscured for the player.
Check out the game for yourself!
Click the text above to be transported to the itch page of the game.
