With this project I wanted to create an intriguing adventure for a single-player and companion experience. The focus is on puzzle design where stealth is important.
5 weeks half time
Unreal Engine 5.6
My own template based on a previous school assignment
Assets made by me in Blender
You are stuck in a digital office controlled by a program that has been corrupted and is going rampant. Now you have to escape with the help of your digital companion.
The level takes the player through several different types of rooms that can be found in an office building. With each act new features are introduced and the player needs to learn how to use them and to overcome obstacle in their way.
My level is split up in three acts and with each act, difficulty escalates and the environment undergoes increasing corruption, causing spatial distortions where rooms and props shift to places where they don't belong.
The 3 acts have different mechanics introduced separately at the start of each act:
Act 1 To move in vents and avoid enemies.
Act 2 To distract enemies.
Act 3 To move platforms and to combine previous puzzles.
The inspiration came mostly from a previous assignment where I had created a level where the player had a companion that the player could take control of to interact with things that the main player character couldn't reach or interact with.
When it came to deciding the theme I came up with a story of a worker who's been stuck in a digital world enslaved by a program that gets corrupted by a virus that makes the program kill all its workers but you get help from an uncorrupted program to escape.
Act 1: The office space in different stages of development.
Act 2: Ventilation shaft in different stages of development.
Act 3: The corupted rooms in different stages of development.
I originally planned to only have two big rooms but decided based on feedback to add another room before the first big room where I have tried to create an intro cinematic that introduces the level's theme, narrative and base mechanics.
With that addition the player was taught all of the base mechanics needed in order to progress further into the level.
I did a similar thing when it came to the first room in act 2 where I originally hadn't attempted to teach the player how to interact with the structure that can taunt the enemies.
In act one the player will encounter multiple obstacles such as locked doors and patrolling enemies and with the help of the companion the player will find a way forward.
My idea behind these features was to create basic parts of the level that will recur several times and that, when combined with other features, can create more interesting puzzles.
In act two the player will encounter one new feature to get past obstacles. When the companion interacts with the structure it turns orange which taunts nearby enemies and can make it easier to slip past them.
My idea behind this puzzle was to give the player an obstacle where they needed to distract the enemies so that the player could get to a location that was previously guarded.
In act three the player will encounter one last feature, the moving platform, that will either help or stop the player. All platforms are connected to pressure plates that can affect more than one platform at a time.
My idea when adding the moving platforms was to make it to both a transport and a blocker. The key is to use the moving platforms and the pressure plates to the players advantage.
What I think went well was that I had a clear idea of what I wanted to do and that I stuck to it and improved on throughout the entire process and development of the level which gave me a solid base to iterate with and expand upon.
Because when I had a problem with the level the solution always came with something extra that would improve my level even more.
For example, when I had no introduction to the fact that the companion can travel through small spaces, I created a small room showing the player how to escape, using the companion's ability to travel through ventilation. And that gave me a great opportunity to introduce the story and the narrative for the player with a cinematic.
If I had had more time I would have made a grander finale to the level. A version of that would have been to disable the rampant program by using the different features that the player has been taught, in order to defeat the program and escape while the digital world is collapsing behind you.
If I had had more time I would also have liked to emphasize the fact that the player is trapped inside of a digital world. I did the best with the skills and time I had, but it would have made my level cooler and more interesting.