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"Asahina Exterior" - Sekiro: Shadows Die Twice Blockout

Sekiro

"Asahina Exterior" - Sekiro: Shadows Die Twice Blockout

This is a level blockout I did for a short level design course at Future Games. The level is supposed to be a part of the Sekiro game with the same theme as the other Asahina levels in the game and located near the Asahina Castle, but before you move into the castle. It is an optional side-quest area andnot a part of the main story.

Game Mechanics: The player have access to Stealth, Stealth Deathblows and normal combat.

1 / 4
The three intended paths the player can take, all providing different strategical options
2 / 4
Paths overlaid on the enemy locations (purple circles)
3 / 4
Treasure pick-ups added as incentive for the player to engage (yellow circles)
4 / 4
Cyan lines shows how the watchtowers align (where the most dangerous ranged enemies are placed). They also act as landmarks as they are always visible.
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Topdown map symbol legend:

  • Yellow circles = Treasure locations
  • Purple circles = Enemy location
  • Short green lines = Tree branches for grappling
  • Brown = Non-traversable cliffs/terrain
  • Red lines = Patrol paths
  • First you see is the enemies on the right, and a hint of something on the left..

    As you start walking forward in the corner on the left you get a hint of the final boss area of the level. Giving the player a tease of the boss fight at the end of the level.

    The first small skirmish area where the player can sneak up to the enemies through the grass on the right giving a safe approach. Alternately go up to the tree branch on the left and possibly alert the enemies.

    Moving forward you see the hint of a watchtower over the small hill. Making the player cautious not to be seen.

    Approaching the first watchtower, you will be able to see the next tower in the distance. Giving the player a sightline to the biggest dangers in the level and also leading the player forward.

    The above area seen from another direction, near the cliff where there is grass you can sneak through should you chose not to fight.

    Approaching the bridge and final area, not many enemies, the player is getting ready for a fight.

    The boss area, a high intensity area with many enemies.. The most challenging part of the level.

    Other Projects:

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    Spring Breeze Adventure, Flying, Single Player
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    Junkyard Bash
    Junkyard Bash Racing, Local Multiplayer
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    Dimensional Rift
    Dimensional Rift Arcade, Virtual Reality
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    Tempest
    Tempest Action, Online Multiplayer
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    Karl Mörtberg

    Technical Level Designer
    Stockholm, Sweden

    Games

    • Contraband
    • Squadron 42
    • Spring Breeze
    • Polarity Shift
    • Junkyard Bash
    • Dimensional Rift
    • Tempest

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