Luigi’s Mansion: Party
VR Game for Universal Creative’s theme park experience
I worked as a level designer on Luigi's Mansion: Party, a VR shooter that provides a theme park experience for Universal Creative's subject matter experts.
There are different themed worlds within the game. I was responsible for the design of the Pokémon level.
First Edition Design
The original design was based on the idea that "the player's choices determine their entry into different worlds".
The overall level length is long and contains many special moments to enrich the player experience.
Blockout Level
Considering the moving speed and length of the theme park's dark ride, I adjusted part of the path.
After talking with Universal Creative's subject matter experts, our group changed the plan and decided to allow the audience to experience all of the worlds during the tour time rather than experiencing a few of them based on choice.
Second Edition Design
I designed a few seconds of stopping to let the player take a breath and appreciate the details of the scene. I designed the ride moment to match the style of Luigi's Mansion.
The play time for each world is about 30 seconds, and to ensure the player's experience, the movement speed cannot be too fast.
The goal of this design is simple but not monotonous.
Level Design Concept Art
Considering the cost of setting up the site in the theme park, as well as the length of the tour and the connection to other areas, I changed the route again.
In this case, even if players do not intend to shoot, but just enjoy the whole game environment, they will not be bored.
Such a path design will also give players a surprise.
What did I learn?
In this project, I realized that the player's experience can vary greatly depending on the device used. Since we are simulating a real theme park project in VR, my design perspective had to change. I needed to consider the actual constraints of the physical space to modify the layout of the entire level. It was a unique design experience unlike any other.