Baby Steps' level design was hugely inspired by a custom map in Mirror's Edge and Japanese skateboarder Gou Miyagi: 'All of a sudden I was actually looking at and seeing the space in a way that I hadn't in a single player level in a long time'

A man walking through the wilderness wearing a onesie
(Image credit: Devolver Digital)

Baby Steps makes me feel like I never really learnt how to walk, but for the most part that's not down to me, it's down to the treacherous terrain Nate has decided to wander through. From bumbling through mud to toddling around waterfalls, Baby Steps isn't exactly an easy hike to embark on. But, it's no surprise given the inspiration behind the games' level design.

In fact, the level design of Baby Steps is hugely inspired by two things: a custom map in Mirror's Edge and a Japanese skateboarder. During a talk at GDC, developer Gabe Cuzzillo shared that a custom map called Sparrow Cumulus which challenged players to find a route for themselves was one of the biggest inspirations behind the level design for Baby Steps.

Article continues below
TIMESCAN 2 - YouTube TIMESCAN 2 - YouTube
Watch On

It explains why Baby Steps lets you take the challenge at your own pace and forces you to find your own paths. With no set route, it does feel like you're allowed to trek around and find what suits you despite there being a suggested path, and carving out your own route is part of the fun. No matter how many times you slip, fall, and have to retrace your steps.

During the development process, Cuzzillo shared that the team worked in a way that meant "one of us would do a chunk of level design and the other one would come to play. And, inevitably, what would happen is that we would start walking down the trail or trying the challenge that we were supposed to be testing, and then our eyes would wander to those areas of the level that had yet to be touched by either of us.

"It was the stuff that was ambiguous as to whether or not you could do it, stuff that you could puzzle over and push you into trying new ways of moving. That was really the experience we're interested in."

So the next time you're stuck between a literal rock and a hard place while exploring with Nate, just know there's a reason behind why the world was designed in such a way—which probably means there's a way you can push through that level too. Unless you're me, and you've found a perpetual way to fall over your own feet and never quite make it back up.

Kara Phillips
Evergreen Writer

Kara is an evergreen writer. Having spent five years as a games journalist guiding, reviewing, or generally waffling about the weird and wonderful, she’s more than happy to tell you all about which obscure indie games she’s managed to sink hours into this week. When she’s not raising a dodo army in Ark: Survival Evolved or taking huge losses in Tekken, you’ll find her helplessly trawling the internet for the next best birdwatching game because who wants to step outside and experience the real thing when you can so easily do it from the comfort of your living room. Right?

You must confirm your public display name before commenting

Please logout and then login again, you will then be prompted to enter your display name.