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.




(Hover Over for More)
Mechanics
Hook and Swing
Swing Across gaps.

The Player can Hook and Swing across gaps

The Player can Hook and Swing across gaps

The Player can Hook and Swing across gaps
(Hover Over for More)
Hook and Tether
Tether certain objects to anything in the environment.

Hook and Tether certain objects to anything in the environment.

Hook and Tether certain objects to anything in the environment.

Hook and Tether certain objects to anything in the environment.
(Hover Over for More)
Slow Motion
Slow Down Time to easier Hook while flying fast

Slow Time to easier Hook to objects

Slow Time to easier Hook to objects

Slow Time to easier Hook to objects
(Hover Over for More)
Tutorial Level Design
Tutorial Level
Tutorial Play Through
Complete Play through of the Entire game available Here

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

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

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

Overlooks the End Goal and the way the player has to traverse to get there.
(Hover Over for More)
Starting Area
The Vista

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

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

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

Overlooks the End Goal and the way the player has to traverse to get there.
(Hover Over for More)



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

(Hover Over for More)
Introduction to Swing
Introduction to Tethering



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

(Hover Over for More)



(Hover Over for More)
Introduction to Slow-Motion
Ends with the Culmination of All Mechanics



(Hover Over for More)
Cinematics
The Cinematics are made in Unreal Engine 4's Sequencer.
Opening Cinematic
The Intro to the World

The Intro to the Character
The Intro to the Main Goal

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
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.