Reboot

Overview

This level design project includes a narrative-driven level inspired by the stress and pressure from work and study. In this level, the player needs to conquer obstacles and escape from visualized forms of ‘pressure’. Unlike other fellows who are stuck in this ‘dream’ world, the player can obtain a staff that enables long jump and high jump. Using the skills, the player can dive into the emotions of fellow colleagues, meet superiors, and escape from this world.

Project TypeIndividual Level Design Project
PlatformPC
EngineUnreal 5.1.1
Toolkit UsedLevel Up Toolkit 1.2

Video Demo

Related Link

Download to play this level: https://www.dropbox.com/scl/fi/xkls99fc7spkaxwhv23ws/RebootLevel_Final.zip?rlkey=1baqpchtypcofzo11rwfvyu6x&dl=0

Features

  • Doors & Keys
Paper Design: A door has a button while the other doesn’t

At first, I greyboxed some doors that need to press the buttons to open and some doors that need interactions without buttons. I found that players found it hard to figure out how to open a door without a button. Therefore, I added buttons that pair each door, and changed some doors to automatic doors when players enter certain area.

‘Multiple Buttons’ was introduced in the last stages in the initial prototype

With more playtests, I recognized that the gameplay of pressing multiple buttons to open one certain door was introduced too late in the game. While players already knew they can press one button to open one door, they didn’t understand that some doors need to be opened by pressing two buttons.

‘Multiple Buttons’ were moved to an earlier stage with clear guidance

So, I built an introduction of the gameplay of pressing multiple buttons to open doors in the earlier stage of the game with recognizable marks, the checkpoint and recovery point. Also, it would be a better gaming experience when recovery point is introduced at the same point.

  • Long Jump & High Jump

Since the player can use the staff and carry out long jump and high jump, I designed areas that can only pass by using those skills.

Greybox for the Ditch of Practicing Long Jump in Unreal

Initially, there’s no penalty if the player cannot make a long jump and fall into the ditch, and the player can climb on a climbable platform and get back to the starting point. However, I added a stair as a platform for the player to climb back, and it turned out to be a misleading decoration because the player believed that it implied the player should go downstairs while the player needs to jump over.

Stair Platform turned out to be misleading

After playtests, I decided to get rid of the stairs and add a regular platform for the player to get back.

Change Back to Regular Platform

Also, I add some light effects and decorations to guide the players to cross over the ditch with the power of staff.

Visual Guidance

Moreover, with the staff, the player can jump higher than usual. I wish the player could use this skill in the level and set up some high platforms for players to climb up to designated room.

Paper Design of High Jump Platforms
Initial platforms for high jump

However, I found the player didn’t usually look up, and thought the high platforms were simply walls. Also, the security cameras pointing to the ceiling didn’t work as guidance. Players reflected that they served as a warning sign that players should not go up. Therefore, I changed those two platforms into two rooms, and the player can take a glance at the room through the window before entering this area. Besides climbing up the platforms, the player can also explore the rooms and find guidance inside the room to climb up.

Modified the high platforms to rooms

Gallery


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