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Fall Guys Creative Levels

Role: Solo Developer
Team Size: 1
Engine: Fall Guys Creative
Development time: 3 Weeks

In this project, I created 3 different levels using Fall Guys Creative. Each level was created for a different gamemode: Course (Panic Pathways), Survival (Bouncy Brawl) and Points (Pachinko Plunder).

Fall Guys Panic Pathways.png
Fall Guys Bouncy Brawl.png
Fall guys pachinko.png

Design Intentions

The first stage of development was to understand each game mode and what players have to do to win and create a statement of intent. The next stage was to think about some themes and ideas for each mode and how many maximum players levels would have in them. Not only this, but also learning what resources I have avaliable to me within the editor.

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The finalised ideas for the Course gamemode were: Speed, Forcing players to make quick decisions and tight paths - this would be for 40 maximum players. For the Survival gamemode: Leaping, Risk and small zones - this would be for 19 maximum players. For the Points gamemode: Chance, Collection and Chaotic - this would be for 40 maximum players.

Development Process

To begin with, I decided to work on the Course level (Panic Pathways). I first used framing to show players where the finish line is so that they can focus more on navigating the course, rather than needing to figure out where the finish line is. To set the tone of the level, I first decided to add a slime path which allows players to dive down and gain a large amount of speed, before having to make a jump and dodge swinging axes. This means that players would have to time their jump in order to not lose their momentum and fall off the map.​

Fall Guys Panic Pathways 3.png

Continuing this theme of speed, I added two speed boosters and bounce pads for players to jump across, however this seemed too easy so I decided to add some swinging obstacles. I wanted players to be able to have access to a shortcut if they were able to time it right, so I added two swinging hammers which players could jump on and fling themselves to the next checkpoint. Then I added some verticality by making players get through a few obstacles to be then punched upwards and blown forwards via fans.

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​The final part of the level included three paths. I wanted the middle path to be a reliable way to get to the finish, however slower than the other paths due to the use of obstacles and choosing one of two paths that players can choose between before the finish line. The other two paths are less reliable due to the hex tiles which disappear when players walk over them. However players would get multiple speed boosts before being blown towards the finish line. This encourages players to get the finish as fast as possible in order to take advantage of the easy path to the finish line.​​

Fall guys Panic Pathways 4.png

The next level I decided to work on is the Survival level (Bouncy Brawl). I first decided to work on the main island that players would fall down onto. To keep with the main vision of leaping, I added a bounce pad underneath the island which would force players into the air after a certain amount of time has passed.

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Within this island, I added "blast ball" power ups which players can pick up and throw at other players to cause an explosion after a timed delay which will blow other players away. These powerups are on the outside of the main island which means players have to take a risk as they could easily be hit off the map by another players blast ball.​

Fall Guys Bouncy Brawl 3.png

​I next decided to add two paths from the main island to two smaller islands where they are available via hex tile path which disappear when players walk over them but respawn after a delay. The two smaller islands contain a "fan block" powerup which players hold can projects a small wind effect that can blow other players off. Both smaller islands also contain a sweeper that will knock players off if they don't jump at the right time. If players manage to carry the powerup back to the main island, they have a large advantage to knock others off the map and win.

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The final additions I made to the level was to add hex tiles above the main island that players spawn on, so that everyone can fall down at the same time. Another addition I made was to add bounce pads around the main arena, giving players a second chance if they successfully bounce into them and then back into the arena.

Fall Guys Bouncy Brawl 2.png

The final level was the Points level (Pachinko Plunder). The initial idea I had was making a machine that shoots out orbs to players that they can collect to win the game. So I began to make the machine and used rotating floor pieces at different speeds to allow for randomness when dropping into each section. 

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Next I decided to create the first zone on the left of side of spawn, this included a giant spinner with fans which would spin and blow the orbs in a circle as well as players. Players are not affected by standing in the middle, so they can use this to dive towards orbs around the area. This area is only linked to one zone within the machine for orbs to fly out of.​

Fall guys Pachinko Plunder.png

​The second zone I developed was the biggest zone and the most chaotic. This contains a slime floor as well as random punch blocks and floor sweepers. To combat the lack of movement, I added speed zones which players could run through and get to a particular area quickly. The orbs get affected by the obstacles within the zone, so players have to think ahead as to where they will be hit towards. This area is linked to three zones within the machine for orbs to fly out of.

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The third and final zone I developed was a smaller zone with the use of hex tiles which would disappear once players walked over them and then reappear after a two second delay. I then added a solid circle pad in the middle of the tiles allowing for a safe space for tiles to regenerate. This area is only suitable for a few players, so if the area gets too crowded then all players will be punished for it. This area is also only linked to one zone within the machine for orbs to fly out of.

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The final changes I made was to add conveyor belts to aid players movement when swapping from one zone to another. I made players walk a short distance before selecting a zone to see the pachinko machine and watch the orbs fly out to allow them to make a decision on where they'll be most likely to collect the orbs.

Fall guys Pachinko Plunder 2.png

Post-Mortem

After successfully completing this project, I believe that I have created fall guys levels that succeeds at being fun and staying true to the initial vision and ideas.

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I believe I was efficient with my time to produce a good standard of work with minimal bugs/flaws from testing. This has given me the confidence to not only work within Fall Guys creative, but any new UGC editors in the future. 

What would have I have done differently with more time/done today?

With more time, I would have created more levels within each game mode to try and make use of the variety of objects that are available within the fall guys editor.​

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But the biggest aspect I would have changed if I had more time would be learning how to use more objects in the level more efficiently. This is due to each level having a maximum budget and each object within the level taking up a certain amount of budget. This means that levels can be less restricting and potentially be more fun overall.

Final Thoughts

So in short, I have completed multiple level designs that has covered all of my project specifics from my statement of intent.  The key thing that I have learnt is to plan as much as you can from the start. Not only this, but to utilise online resources when working in an unfamiliar editor. This project has played a key part with improving my level design knowledge that I will definitely take with me into future projects.

©2024 by Oliver Jones.

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