Nim

Team_4_Nim.jpg

Role: Technical Level Designer

Development Time: 4 Weeks (2019)

Tools: Unreal Engine 4

Team: 12
 

Contributions:

  • Tutorial Level

  • Opening and End Cinematic

  • Initial Prototype

About

 

Nim is a Third-Person Puzzle Platformer with a Hook and Tethering Mechanic where the player can Tether Physics based Objects together in conjunction with a Swing Mechanic in order to traverse the environment. 

Nim - Swinging
Nim - Swinging

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Nim - Intro
Nim - Intro

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Nim - Character Close Up
Nim - Character Close Up

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Mechanics

Hook and Swing 

Swing Across gaps.

Swing Mechanic
Swing Mechanic

The Player can Hook and Swing across gaps

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Swing Mechanic
Swing Mechanic

The Player can Hook and Swing across gaps

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Hook and Tether

Tether certain objects to anything in the environment.

Hook And Tether
Hook And Tether

Hook and Tether certain objects to anything in the environment.

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Hook And Tether
Hook And Tether

Hook and Tether certain objects to anything in the environment.

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Slow Motion

Slow Down Time to easier Hook while flying fast

Slow Motion
Slow Motion

Slow Time to easier Hook to objects

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Slow Motion
Slow Motion

Slow Time to easier Hook to objects

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Tutorial Level Design

Tutorial Level

Tutorial Play Through
Complete Play through of the Entire game available Here
Start Area - Final Art Pass
Start Area - Final Art Pass

Overlooks the End Goal and the way the player has to traverse to get there.

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Start Area - Blockout Pass
Start Area - Blockout Pass

Overlooks the End Goal and the way the player has to traverse to get there.

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Start Area - First Art Pass
Start Area - First Art Pass

Overlooks the End Goal and the way the player has to traverse to get there.

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Starting Area

The Vista

Vista to End Goal - Final Art Pass
Vista to End Goal - Final Art Pass

Overlooks the End Goal and the way the player has to traverse to get there.

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Vista to End Goal - Blockout
Vista to End Goal - Blockout

Overlooks the End Goal and the way the player has to traverse to get there.

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Vista to End Goal - First Art Pass
Vista to End Goal - First Art Pass

Overlooks the End Goal and the way the player has to traverse to get there.

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Intro To Swing - Final Art Pass
Intro To Swing - Final Art Pass

Overlooks the End Goal and the way the player has to traverse to get there.

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Nim - IntroToSwing
Nim - IntroToSwing

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Intro To Swing - First Blockout
Intro To Swing - First Blockout

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Introduction to Swing

Introduction to Tethering

Intro to Hook and Tether - Final Art
Intro to Hook and Tether - Final Art

Overlooks the End Goal and the way the player has to traverse to get there.

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Nim - IntroToTethering
Nim - IntroToTethering

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Intro to Hook & Tether - First Block
Intro to Hook & Tether - First Block

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Nim - IntroToSlowReiterateSwing
Nim - IntroToSlowReiterateSwing

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Nim - Intro To SlowMotion SwingCombo
Nim - Intro To SlowMotion SwingCombo

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Introduction to Slow-Motion

Ends with the Culmination of All Mechanics

Nim - CulminationOfAll
Nim - CulminationOfAll

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Nim - Tethering Swing Combo
Nim - Tethering Swing Combo

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Cinematics

The Cinematics are made in Unreal Engine 4's Sequencer.

Opening Cinematic

The Intro to the World

Nim-Intro_Awakening.gif

The Intro to the Character

The Intro to the Main Goal

Nim-Intro_EndTree.gif

End Cinematic

(The End Cinematic doesn't have SFX or Music yet)
Nim-EndCutscene_Heal.gif
Utilizing the Healing Effect to transition from Sick to Healed Tree

The Goal of the Cut Scene

 

The Prototype

  • The player can Hook and Tether puzzle components and NPCs together for a lot of potential Emergent Gameplay solutions to puzzles. 
     

  • The Cable itself can be interacted with to knock over Enemies or bounce on.
     

  • Served as the foundation for the project. 
    Unfortunately it turned out to be too difficult to make the puzzle components fit and work art-wise so almost everything had to be cut.

Mechanics & Puzzle Components