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 Type | Individual Level Design Project |
| Platform | PC |
| Engine | Unreal 5.1.1 |
| Toolkit Used | Level 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



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.

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.

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.



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.

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

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

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.


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.

Gallery





