We started out by planning each level, and what kind of level we wanted them to be.
The first level was supposed to serve as the tutorial level, but also to set the story premises for the player.
Since we had a lot of focus on player movement, the first level became a large hangar with a lot of moving platforms and vistas.
Area 1 - Warehouse
The first area the player encounters is the run down warehouse. The way forward has collapsed however and the player needs to jump down and clear all the enemies.
This is also when the player finds the shotgun.
After clearing out all enemies, the player will have to find a way to reach the other side. Using the container conveyor, the player can reach the other side of the walkway and progress further into the colony.
Area 2 - Corridors and Storage
After a brief enemy encounter in a narrow corridor, the player enters the storage area. Here the player is introduced to a one-way drop where several enemies are patrolling. Two "tank" enemies (clenchers) are patrolling the area, upping the challenge for the player.
When all enemies are defeated, the player can proceed into the foyer.
Area 3 - Foyer
The foyer is filled with barricades from before the evacuation, and shows signs of damage and disrepair.
The area itself is full of enemies, with a lot of sightblocking elements (pillars, crates) which promotes player mobility and tactics. When the room is cleared the player can head into the main area: the living quarters.
Area 4 - The living quarters
The living quarters is the main objective for level 2.
This is where the majority of the vermin hangs around, waiting to meet the wrath of the Exterminator.
The area consists of several floors, all teeming with critters awaiting an impending doom.
In order to proceed to the next level, the player has to hunt down every last critter and get an 'all-clear' from HQ.
When the objective requirements have been met (all critters on the level have been exterminated) the player can access the sluice-gate to the out-door canyon level-