Posted on 21 September by Sean Edwards – Senior Game Designer, Krome Studios
Blade Kitten: Behind The Code
Hi there, my name is Sean Edwards and I’m a Senior Game Designer at Krome Studios Australia. In this Blog update I hope to give some interesting and candid insights into the process the team went through to build the levels for Blade Kitten.
Building the World – Level Design for Blade Kitten
Initially we went through several approaches to building the levels, but with a small team we needed a method that allowed fast experimentation and changes. Rather than model large areas of the levels which would require going back into 3DS Max and re-exporting to make changes, the method chosen was to build lots of smaller objects to allow for fast changes and experimentation. This required all the pieces to be built to very specific dimensions so that everything would snap together nicely. The final levels were assembled using those pieces in Krome’s in-house level editor ‘Merktools’ which allowed quick iteration and real time editing of the level as the game is running!
The actual process of taking the level from concept through to completion involved several steps. First the Creative Director, Steve Stamatiadis, would conceptualize the level in a very high level “mud map” format. This map included locations for all the key story elements and a basic layout.














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