Team

6 Programmers

3 Animators

3 Graphical Artists

2 Level Designers

Specification

Production Time

x weeks half-time

Engine

Unity

Unreal Engine (Prototyping)


My Contributions

  • Designing Levels 1, 4, 6.
  • Taskforce Contributions:

Level 1

Level 1 Idea

Level 1 Blockout in Unreal

Level 1 Whitebox in Unity

The goal for level 1 was to create a easy introductory level that doesn’t overwhelm the player with too many things to think about, while still introducing a lot of the controls and ideas the throughout the game. I decided to focus on a rotating centre piece that the player would have to walk on and off between sections, building the effect of the optical illusion with each rotation.

Level 4

Level 4 Idea

Level 4 Blockout in Unity

Level 4 Whitebox in Unity

Heading into the middle of the game, I wanted to build further upon previously introduced elements with certain twists, while also introducing buttons & portals. I took the previously established idea from level one, the rotating platform, and expanded on the idea by having buttons that could move the platform vertically, allowing the player to reuse the same platform after taking the portal to higher elevation.

Level 6

Level 6 Idea

Level 6 Blockout in Unity

Level 6 Whitebox in Unity

I wanted my final level to be a accumulation of the many elements introduced prior in the game; moving pieces, buttons, portals & enemies. I also really enjoyed the idea of using the roaming enemy as a way of affecting the playspace and helping the player complete the level, instead of exclusively acting as an opposing force.

Around the blockout stage I noticed many flaws with my design, mainly the fact that the roaming enemy could soft-lock the player and prevent them from moving, forcing them to have to restart the level. With this in mind I opted for adding stairs around the level, using them as soft-lock preventions for the player to stand on as the enemy couldn’t use them and would turn around upon contact with one.

I also didn’t feel like the level was grand enough for my final level, so I decided to iterate further on my idea from level 3 with buttons affecting navigable space. I swapped out the pink portals for archways that would alternate up and down with the help of a button, creating walkable paths not only through them, but over them as well.

Reflections

This is by far the hardest project i’ve worked on in my time at TGA. Having to create interactive optical illusions for each level definitely took a lot of trial and error, but it really taught me a lot of the iterative process and made me a lot more comfortable when it comes to collaborating with the other disciplines, as we had to discuss and plan every level very thoroughly both mechanically and visually.

Despite the challenges, this project taught me an incredible amount of things about not only design, but also myself and my process when it comes to making games. I’m proud to have been a part of it!

What would I have done different now?

This project could have gone a lot smoother if I had been more willing to voice my ideas and been more vocal within the group. It was definitely a learning moment for me and something I’ve improved on a lot since. Communication is everything and when working within a team I truly believe that it is the cornerstone to success.

Showreel

Screenshots of my work from the project!