If you are interested in the level design process Drew goes through for Defy Hades, you should go read his post on Runcycle Media’s tumblr.
After I get a design from Drew, the fun really begins. My first step is to make sure all of the distances and things match what is actually doable by the player controller. Once we make sure the mesh works, I get to figure out how to program any new mechanics Drew has come up with. On this level, we introduced the bouncing platform for the first time so we had to come up with a new gameObject that would interact with the player the way we wanted.
In my next post I will discuss another mechanic we recently decided to implement for the second boss level and the process I go through figuring out how to make things work.