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 - Intro
Nim - Intro

Nim - Character Close Up
Nim - Character Close Up

Nim - Swinging
Nim - Swinging

Nim - Intro
Nim - Intro

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Mechanics

Hook and Swing 

Swing Across gaps.

Swing Mechanic
Swing Mechanic

The Player can Hook and Swing across gaps

Swing Mechanic
Swing Mechanic

The Player can Hook and Swing across gaps

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.

Hook And Tether
Hook And Tether

Hook and 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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Slow Motion

Slow Down Time to easier Hook while flying fast

Slow Motion
Slow Motion

Slow Time to easier Hook to objects

Slow Motion
Slow Motion

Slow Time to easier Hook to objects

Slow Motion
Slow Motion

Slow Time to easier Hook to objects

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Tutorial Level Design

Tutorial Level

Introduces the Mechanics and Components in ...


a Safe way with no enemies and plenty of checkpoints.

  • Each Mechanic gets introduced and then re-iterated with an evolution to solidify the learning process.
  • By keeping it linear, I could more easily predict where the player would look, which was crucial since it was decided that we had to use In-World Tutorial Prompts.





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

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

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.

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.

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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Starting Area

The first obstacle the player gets to and ...


by getting to it, they're point of view is directed toward the Swing Tutorial Prompt and the Hook point needed to do the Tutorial.

  • The Hook point draws the player attention with Moving and Glowing fireflies. By looking at them they glow even stronger, giving the player feedback that they are interact-able.
  • The Swing is later re-iterated but with an evolution with several points that has to be swung from in a row while in mid-air in combination with the Slow Motion Mechanic





The Vista

The goal of the cinematic was to first give a soft introduction to the World and ...


its Setting, then introduce our Main Character, and finally Hint at the players objective.

  • I try to achieve the intro to the World by having it fade in from a Starry Sky before it slowly moves down into the forest and settles on a shot of the Secluded Tree where our Main Character is.





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.

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.

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.

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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Nim - IntroToSwing
Nim - IntroToSwing

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

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.

Nim - IntroToSwing
Nim - IntroToSwing

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Introduction to Swing

The first obstacle the player gets to and ...


by getting to it, they're point of view is directed toward the Swing Tutorial Prompt and the Hook point needed to do the Tutorial.

  • The Hook point draws the player attention with Moving and Glowing fireflies. By looking at them they glow even stronger, giving the player feedback that they are interact-able.
  • The Swing is later re-iterated but with an evolution with several points that has to be swung from in a row while in mid-air in combination with the Slow Motion Mechanic





Introduction to Tethering

Introduces the Mechanics and Components in ...


a Safe way with no enemies and plenty of checkpoints.

  • Each Mechanic gets introduced and then re-iterated with an evolution to solidify the learning process.
  • By keeping it linear, I could more easily predict where the player would look, which was crucial since it was decided that we had to use In-World Tutorial Prompts.





Nim - IntroToTethering
Nim - IntroToTethering

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

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.

Nim - IntroToTethering
Nim - IntroToTethering

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Nim - IntroToSlowReiterateSwing
Nim - IntroToSlowReiterateSwing

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

Nim - IntroToSlowReiterateSwing
Nim - IntroToSlowReiterateSwing

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Introduction to Slow-Motion

The goal of the cinematic was to first give a soft introduction to the World and ...


its Setting, then introduce our Main Character, and finally Hint at the players objective.

  • I try to achieve the intro to the World by having it fade in from a Starry Sky before it slowly moves down into the forest and settles on a shot of the Secluded Tree where our Main Character is.





Ends with the Culmination of All Mechanics

The goal of the cinematic was to first give a soft introduction to the World and ...


its Setting, then introduce our Main Character, and finally Hint at the players objective.

  • I try to achieve the intro to the World by having it fade in from a Starry Sky before it slowly moves down into the forest and settles on a shot of the Secluded Tree where our Main Character is.





Nim - CulminationOfAll
Nim - CulminationOfAll

Nim - Tethering Swing Combo
Nim - Tethering Swing Combo

Nim - CulminationOfAll
Nim - CulminationOfAll

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Cinematics

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

Opening Cinematic

The Intro to the World

The goal of the cinematic was to first give a soft introduction to the World and ...


its Setting, then introduce our Main Character, and finally Hint at the players objective.

  • I try to achieve the intro to the World by having it fade in from a Starry Sky before it slowly moves down into the forest and settles on a shot of the Secluded Tree where our Main Character is.





Nim-Intro_Awakening.gif

The Intro to the Character

The first obstacle the player gets to and ...


by getting to it, they're point of view is directed toward the Swing Tutorial Prompt and the Hook point needed to do the Tutorial.

  • The Hook point draws the player attention with Moving and Glowing fireflies. By looking at them they glow even stronger, giving the player feedback that they are interact-able.
  • The Swing is later re-iterated but with an evolution with several points that has to be swung from in a row while in mid-air in combination with the Slow Motion Mechanic





The Intro to the Main Goal

In the final shot she walks out of the Tree while the camera ...


pans around her and centers on the End Goal and then Pans toward the path that leads to it.

  • Keeps the Character within the frame to enforce that this is what this character sees and wants to go.





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 goal of the cinematic was to first give a soft introduction to the World and ...


its Setting, then introduce our Main Character, and finally Hint at the players objective.

  • I try to achieve the intro to the World by having it fade in from a Starry Sky before it slowly moves down into the forest and settles on a shot of the Secluded Tree where our Main Character is.





 

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