Álvaro Calvo García-Arias
Technical Game Designer
Level design
This video demonstrates the transition from 2D layout to level blocking.
In this section, I will showcase my work in the level design of Bugs N' Guns, including the creation of the beat chart and level layout, the design of arenas and encounters, and the prototyping of ideas for different parts of the level, from puzzles to the game's final stage.
Rules, objectives and general concept
I was directly involved in making decisions about the general concepts on which the level should be designed, including the feelings and experiences we wanted the player to have and how we planned to deliver it to the players.
I also focused on the technical aspects of the level to ensure our goals were achievable with the team and time we had available.
In the photo on the left, you can see the objective table, which outlines what to promote and what to avoid, as we decided to follow for the creation of the entire level.
General path and beatchart
I have been involved in the design and creation of the beatchart for Bugs N' Guns.
This has been a tool we've used to define the rhythm, intensity, and duration of all the level phases.
We determined when fights would occur, with which enemies, and how intense they would be.
We also established where the puzzles would be located, what elements would be used to solve them, and how difficult they would be.
Additionally, we outline various 'WOW' moments where we wanted to leave an impact on the player

I was involved in designing and creating the 2D layout for all the levels in
Bugs N’ Guns, starting from initial whiteboard sketches and culminating in the final detailed map.
One of the major challenges we encountered in the level design process was managing the diverse gameplay and multiple biomes, combined with the player’s high mobility and vertical exploration, which complicated the task for our art team to visually complete the levels.
Consequently, our design strategy emphasized reusing areas efficiently while ensuring varied gameplay with minimal adjustments.
Three clear examples illustrate this approach from our initial 2D layout.
First, we designed two large arenas that players revisit.
By incorporating new elements upon reentry, such as the weapons available at that stage and slight changes in the environment, we create distinctly different gameplay experiences each time players enter these arenas.
Second, we developed three smaller arenas intended for more static combat. These arenas share identical wall and ceiling designs, allowing us to reuse most of the level’s decorative elements.
By altering the floor layout, enemy placements, and train positions, each of these arenas maintains a unique feel.
Lastly, the entry and exit passages of the largest arena are symmetrical caves, which eliminates the need for duplicating decorative efforts.
These sections focus on platforming, with a twist. In one, players are required to chase the train, while in the other, they use the train as a platform.
By designing a single, symmetrical passageway, we achieve two distinct platforming experiences.