Nim

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. 

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Mechanics

Hook and Swing 

Swing Across gaps.

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Hook and Tether

Tether certain objects to anything in the environment.

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Slow Motion

Slow Down Time to easier Hook while flying fast

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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

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Starting Area

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.





The Vista

In the next Shot the camera pans toward our Main Character ...


and sees her Awaken.

  • The camera keeps a low position and looks up at her, this is to make the player look up to this character which could make them subconsciously see her in a good light and want to play as her.





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Introduction to Swing

In the next Shot the camera pans toward our Main Character ...


and sees her Awaken.

  • The camera keeps a low position and looks up at her, this is to make the player look up to this character which could make them subconsciously see her in a good light and want to play as her.





Introduction to Tethering

The players point of view is again directed to ...


the Tutorial Prompt since it is in line with where the player is moving toward.

  • Note the arches that the branches form that aims to help guide the player toward where they want to go.
  • The Draw Bridge is broken and the player have to tether it to the other side. This introduction makes it easier because its simpler to tether something that can only move in one axis and cannot fall down like the other physics objects.
  • Tethering later re-iterated but with loose Physics Objects so the player can learn and practice it bit by bit and in an easy way.





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Introduction to Slow-Motion

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.





Ends with the Culmination of All Mechanics

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.





(Hover Over for More)

 

Cinematics

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

Opening Cinematic

The Intro to the World

The players point of view is again directed to ...


the Tutorial Prompt since it is in line with where the player is moving toward.

  • Note the arches that the branches form that aims to help guide the player toward where they want to go.
  • The Draw Bridge is broken and the player have to tether it to the other side. This introduction makes it easier because its simpler to tether something that can only move in one axis and cannot fall down like the other physics objects.
  • Tethering later re-iterated but with loose Physics Objects so the player can learn and practice it bit by bit and in an easy way.





The Intro to the Character

In the next Shot the camera pans toward our Main Character ...


and sees her Awaken.

  • The camera keeps a low position and looks up at her, this is to make the player look up to this character which could make them subconsciously see her in a good light and want to play as her.





The Intro to the Main Goal

The players point of view is again directed to ...


the Tutorial Prompt since it is in line with where the player is moving toward.

  • Note the arches that the branches form that aims to help guide the player toward where they want to go.
  • The Draw Bridge is broken and the player have to tether it to the other side. This introduction makes it easier because its simpler to tether something that can only move in one axis and cannot fall down like the other physics objects.
  • Tethering later re-iterated but with loose Physics Objects so the player can learn and practice it bit by bit and in an easy way.





End Cinematic

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

The Goal of the Cut Scene

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.





 

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