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

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.





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

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

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.





Introduction to Tethering

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)

(Hover Over for More)

Introduction to Slow-Motion

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.





Ends with the Culmination of All Mechanics

The final part of the Tutorial has the player Hooking and Tethering a ...


Swing-able Log, then utilizing it to Swing Across.

  • 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.
  • 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.





(Hover Over for More)

 

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.





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 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.





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 final part of the Tutorial has the player Hooking and Tethering a ...


Swing-able Log, then utilizing it to Swing Across.

  • 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.
  • 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.





 

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
Nim - IntroToSlowReiterateSwing