GDD – Level design

Level Design

The levels have a few core reasonings.
Lead to the planned chaotic gameplay – having small enough maps that will make many player encounters. 

Designed with both roles in mind – having challenges meant for each role in a map.

Have an environmental interaction for the wizards – making a theme relevant mechanic for the map so that the wizard can control the map.

Suiting with the theme – having a character owned map, with the pets world in mind.

Dog Park

The Dog Park level is designed to support chaotic, close-range gameplay. Its compact size encourages frequent player encounters, which is essential for driving dynamic interactions.

It also supports both player roles:

  • Pets can explore and interact with dog park equipment — crawling under, jumping over, or weaving through obstacles.
  • Wizards can manipulate the environment strategically. For example, gates that open in only one direction allow Wizards to block or aid their team’s Pet by adjusting access routes.

It will cater the pets for interaction using the equipment and walking around. And the wizards by blocking its vision for whatever is under the equipment.


The mechanics of the gate that can be used as the environmental mechanic.

A door that can only open to one side and gives the wizards the power to change the direction to help their pets or block their enemy pets.

Pin page
dog park gate mechanism
Draft of the level.

Splitting the level in to sections accessible by the one sided gates.

The level built in unity
with some tweaks.

Level Summary:

Suiting with the theme – A dog themed level.

Lead to the planned chaotic gameplay – Most players can see eachother in all of the map, inviting interaction with the various dog park equipment.

Designed with both roles in mind – the equipment can obscure the view for both pets and wizard (the player can go around, inside, above and under them)

Environmental mechanic – The doors only open one way, the wizards can control the direction of it affecting the pets environment.

Horse Arena

The Horse Arena is designed as a high-intensity battleground. Inspired by classic shooter maps like Nuketown, it features a central open space for direct confrontation, surrounded by more intricate peripheral zones. This creates a balance between visibility and cover, forcing players into interaction while offering tactical variety.

Both player roles are accounted for:

  • Pets can use fences and walls in the outskirts to break line of sight and dodge enemy interference.
  • Wizards benefit from partially obscured views created by shaded areas and structures, challenging them to time their interventions wisely.
Level first drafts
The level as a gray-box in unity
Design inspirations from real world horse arenas
Design inspirations from real world horse arenas

The materials and the shapes of the arena itself and the stables were used.

The layout inspiration:

The arena is open in the middle with the compartments surrounding it. And also the kind of villa surrounding it all.

Horse Arena
Horse Arena

Level Summary:

Suiting with the theme – A horse themed level

Lead to the planned chaotic gameplay – The center is a big open space where the players interact while balanced with an outskirt that has more walls and a shorter length of vision. 

Designed with both roles in mind – There is a mix of walls as vision obscurers for the pets and the shade spots as vision obscurers for the wizards.

Rat Race

Rat Race is an urban-themed level inspired by bustling cityscapes like New Donk City from Super Mario Odyssey. The central feature is an active road, which doubles as both a hazard and a strategic space for movement.

  • Pets can navigate tight alleyways, front yards, and even hide beneath parked or moving cars, using the complex map layout to their advantage.
  • Wizards can trigger car movement down the central road, introducing a high-stakes environmental threat. A well-timed car can stun or launch an opposing Pet.

The level is larger than others, built for matches with more players.

inspirations
First draft of the active road
the level is built around
Rat-Race

Since it’s a rat themed level, the pets can hide under the cars, making the cars and trees obstacles in the wizards view. 


Level Summary:

Suiting with the theme – A mouse themed level.

Lead to the planned chaotic gameplay – A bigger map then the others made for more players matches. Has the road as the main center part of the map, with front yards and house car parks that adds different sections and complexity to the layout.

Designed with both roles in mind – the cars can be used as cover from the wizard while the moving cars can also hit the pet. The yard fences and intricate map layout obscure the pets view. 

Environmental mechanic –  they can control and send cars to go through the street, the cars can hit the pets and stun them.