Nim

Role: Technical Level Designer
Development Time: 4 Weeks (2019)
Tools: Unreal Engine 4
Team: 12
Contributions:
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Tutorial Level
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Opening and End Cinematic
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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 ...
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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...
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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 Secluded Tree is where the Guardian Spirit, Re-Awakens...
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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.
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Introduction to Swing
In the final shot she walks out of the Tree while the camera ...
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Keeps the Character within the frame to enforce that this is what this character sees and wants to go.
Introduction to Tethering
The goal of the cinematic was to first give a soft introduction to the World and ...
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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.
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Introduction to Slow-Motion
Makes use of trees and arched branches to create a focal point ...
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By looking at its direction they are presented with the Slow Motion Tutorial Prompt.
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The introduction to Slow Motion works well in tangent with the evolution of the Swing where the player has to Hook and Swing to multiple points in a row.
Ends with the Culmination of All Mechanics
The final part of the Tutorial has the player Hooking and Tethering a ...
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The player have to again re-iterate on the core mechanics that are used throughout the game but this time in combination with each other.
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Makes use of lanterns and branches to guide the players point of view, and pop-lights behind the branches to make them more visible to the players point of view.
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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 ...
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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 Intro to the Character
In the next Shot the camera pans toward our Main Character ...
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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
In the final shot she walks out of the Tree while the camera ...
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Keeps the Character within the frame to enforce that this is what this character sees and wants to go.

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
In the final shot she walks out of the Tree while the camera ...
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Keeps the Character within the frame to enforce that this is what this character sees and wants to go.
The Prototype
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The player can Hook and Tether puzzle components and NPCs together for a lot of potential Emergent Gameplay solutions to puzzles.
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The Cable itself can be interacted with to knock over Enemies or bounce on.
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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.