Working on the level design for Sync was interesting. I had just finished a research project on multiplayer level design which gave me a great basis for how the level should play, but the inclusion of characters with crazy abilities provided a new challenge. Sync is a team based game, so unlike ofther first person shooters, the level had to provide spaces where both close range characters and long range characters could fight at once without one having a massive advantage.
I wanted to player to always know where they were on the map through the use of landmarks, along with being able to move tactically towards the main objective. Constant playtesting and feedback was used to ensure the correct balancing between characters. Overall the feedback gained from other members of the team, and the playtesters, was vital in creating a fun level that people enjoyed.
Level Design Flythrough