Greebroll is an atmospheric simplistic ball platformer with vivid and colourful visuals which gets you shouting at the screen as you frantically roll through hundreds of levels completing objectives whilst trying to stay alive. Greebroll will almost certainly get you addicted into its incredibly challenging levels as you immerse yourself through the colourful and lively courses at your own pace accompanied by its abstract soundtrack.

Report RSS Greebroll Journal 02 - Level Development

An Update Journal on Greebroll exploring how the levels are created.

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Greebroll Journal 02 - Level Development


Making levels is a very repetitive process.

The biggest challenge was when the first few levels were being built up, I had to make sure the assets and variables were easy to change as well as making sure when I made another level, I wouldn't have to start from an almost empty scene.

Since I'm currently now working on the Typo levels (levels made out of typography, words), I have to make sure I allow the levels to be fun and engaging more than ever before. To give you a rough idea of the process which takes around an hour, I start off by making the base level in Cinema 4d.

I then go across and import the base level into Unity and set up the lighting, colour scheme and fog as well as positioning the base level, camera and character in the correct place.

After that, I go ahead and place all the game objects in the scene as well as animate any dynamic objects in the scene. I also had to edit some variables to set how long the level takes. A lot of play-testing was required to make sure it all works as is expected. This was one of the most important stage.

Once the level is completed, I move onto the next and so on. This was the Typo level 6.

Here is the level played (Low-Res):




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