Hello I'm Marc! In this project I have mainly taken care of the Level Design, especially in the Kaer Morhen Tutorial. I also focus on the set dressing enviorment.
On the other hand, I took it upon myself to organize and evaluate Playtesting sessions.
Finally I've been Scrum Master of Level1 to the Gold milestone. My work was to have the global visión of the level1 and lead the peopleworking on it!
I think the tutorial is most important in a game, and are not to be left to the end. I divided the Tutorial like this:
1- Movement: Empty space to let players move
2- Attack: Dummies objects, lets playets try all the buttons too
3- Breakable prop: This will ensure that players know how to attack
4- Dash: Oscilators will punch you down if you don't dash. This will ensure that playes know how to dash
5- Enemy: First "real" challenge
6- Relics: Feeds back into the combo mechanic
7- Magic Abilities
8- Checkpoint: Players won't want to repeat the tutorial
The visual aim of this tutorial was to make it as close as possible to "Kaer Morhen" of the original but cartoon game. So the player could feel identified. In the same way, we use several elements like the oscillators used by Ciri to transmit nostalgia.