Cyber Cat Traversal
A movement-focused cyber-city level built around wall-runs, wall-jumps and air-dashes.
What needed to work?
The level needs to support several movement abilities while keeping the route understandable inside a visually dense city.
My contribution
I built traversal sections for wall-running, crouching through narrow spaces, jumping between walls and air-dashing. Lighting and post-processing help separate usable routes from the environment.
What I worked on
Key contributions
Blocked out and iterated the complete traversal route
Integrated pathfinding and character movement constraints
Designed affordances for wall-running, crouching and chained wall-jumps
Used lighting and post-processing to separate paths from visual noise
Placed landmarks to maintain orientation across vertical spaces
Design notes
Three concise takeaways
Teach, test, combine
Traversal sections can introduce one ability before asking the player to combine it with another.
Lighting as guidance
Lighting and contrast are used to make movement surfaces easier to identify.
Readable failure
Recovery points and retry distance will be evaluated during playtesting.
The current prototype combines the character’s movement abilities in one connected cyber-city route.