Preview
Level 1: 0:33-1:15
Level 2: 1:15-2:18
Level 3: 2:18-3:12
Goals
1. Study the storytelling technique from What Remains of Edith Finch and Journey.
2. Create narrative-driven interactions and puzzles in the game.
3. Artistic and Cinematic approach in level design.
Prototypes
I took inspiration from the real world and transform these layouts into game levels during the prototype. Then I start iterating the level, usually, the principle is to keep asking myself: "what could be fun to do at this place while the interaction is related to the storytelling?"
Puzzle Design Sample
This is the layout of the wheel puzzle in the wheel temple. There are four walkways where the player could explore and touch the wheels along the way. The main wheel has three layers and each layer represent a symbol. The player will need to find out all three symbols from the small wheels to unlock the big wheel.
Function
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The player approaches any wheel, UI pops up, indicating that using the mouse's middle button to interact with the wheels.
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Each wheel could be rotated, the material would glow, and sound effect+
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There are three layers on the big wheel, each layer would glow and have sound effect+
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There are 32 small wheels in total, each one has its unique sound effect.
Logic:
The player rotates the big wheel for the first time, the big wheel glows the symbol A and makes sound effect A. The player needs to find the small wheel that has the A symbol on it. Then, the player will rotate the small wheel.
If the player rotates the correct small wheel, the small wheel starts to rotate constantly, the symbol glows constantly.
If the player rotates the wrong wheel, the symbol on the big wheel would flick and disappear, and all wheels stop rotating.
Repeat the following steps to unlock all three symbols. The portal to the second level would open.