Level Design exercise using concept from Rational Game Design, Tottens' analysis of spaces and C.S Pierce's environment meanings.
We imagined a 2D plateformer in which a mouse called Hermy offer a taxi service to other animals, and each one give him a different power, like walking on water or gliding for a few seconds. The very technical approach demostrated a certain amount of blind sopts when we started developing, and the amount of modifications needed didn't feel right for us.
Give meaning to each of the game's environment
Level difficulty analysis and calculations