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

The Secluded Tree is where the Guardian Spirit, Re-Awakens...


after years of slumber when the forest is threatened.

  • Is located outside of the Village that has been overtaken by enemies, thus giving us designers flexible distance to teach the player the Mechanics before they get there.
  • Overlooks the games End Goal and the path the player has to take to get there.





The Vista

The Vista Presents the End Goal to the Player and ...


the path they need to take to get there.

  • I use In-Game Text in the Block-Out Phase to emphasize the concept and sight lines etc. of an Area to the Artists so they can get a better understanding of it when they exchange the blockouts.
  • The Path goes in an arch toward the End Goal, this is so the goal is always visible to the player, which can give them much better direction throughout the level.





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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

The Vista Presents the End Goal to the Player and ...


the path they need to take to get there.

  • I use In-Game Text in the Block-Out Phase to emphasize the concept and sight lines etc. of an Area to the Artists so they can get a better understanding of it when they exchange the blockouts.
  • The Path goes in an arch toward the End Goal, this is so the goal is always visible to the player, which can give them much better direction throughout the level.





(Hover Over for More)

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Introduction to Slow-Motion

The Secluded Tree is where the Guardian Spirit, Re-Awakens...


after years of slumber when the forest is threatened.

  • Is located outside of the Village that has been overtaken by enemies, thus giving us designers flexible distance to teach the player the Mechanics before they get there.
  • Overlooks the games End Goal and the path the player has to take to get there.





Ends with the Culmination of All Mechanics

The Secluded Tree is where the Guardian Spirit, Re-Awakens...


after years of slumber when the forest is threatened.

  • Is located outside of the Village that has been overtaken by enemies, thus giving us designers flexible distance to teach the player the Mechanics before they get there.
  • Overlooks the games End Goal and the path the player has to take to get there.





(Hover Over for More)

 

Cinematics

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

Opening Cinematic

The Intro to the World

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 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

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.





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 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 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
Hook And Tether

Hook and Tether certain objects to anything in the environment.