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For Keeper's anniversary, I'm sharing some BTS info! Keeper was broken up into acts, regions, locales, and zones. We did all the paper level design in Miro. Here's the second level of the game showing all three regions, and a zoom in on one region to show the locales and zones.

Oh wow, these are great. So awesome to see how other teams wade thru designs!!! Was the 1M scale accurate here? In a game like Keeper, how did you determine what scale/units to key off of, with everything being so abstract/dreamy?

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We didn't have a lot of strict metrics in the game, and when we did they were more individual gameplay objects (ramps, jumps, mantles-- that sort of thing). For the paper maps, it was just a starting reference, which would change and iterate as the white box level got stood up.