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Carl Rutter
Lead Level Designer
Project: Human Fall Flat
Engine: Unity
Role: Level Designer
Timescale: 3 Days
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1810219628
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Level Design
As a level design test I was tasked with creating a small level for the Indie hit; Human Fall Flat in Unity. My task was to create two small rooms and combine the existing mechanics within the game universe to create a an experience for the player. I focused on gameplay elements only, with very basic background art with time permitting.

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An overview of the level prototype, the player starts in the village with the mansion used as a focal point/objective, in order to reach that however there are several obstactles they will have to solve with skill and logic.
Challenges Faced:
- Learning The Game
Whilst I have plenty of experience in Unity I had never played Human Fall Flat, so in such a short space of time I had to get to grips with the overall mechanics in addition to creating my own level. Luckily I'm blessed with the ability to learn new skills quickly and was able to build a foundational blueprint in my head on how to approach this problem.
- Mechanics
As HFF is a mechanics heavy game I knew that I had to put full emphasis on those, since I had access to the dev kit prefabs I could create literally any scenario I wanted. I had to remain grounded and not allow the problem of choice overwhelm me, so I decided to focus on simple mechanics: Jumping, Grabbing and Timing.
- Jumping
The outrageous physics of HFF make even simple tasks like jumping a chore, so it made sense to utilise this as a test for the player.
Conclusion
I think overall this exercise went well, considering I had such a short deadline task of just 3 days to both learn how the game works as well as construct a prototype, I felt like that pacing was good but originality in puzzles was somewhat lacking.
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