Project C
(All Art, SFX and Animations etc. are placeholders)
Role: Writer, Game/Level Designer & Programmer
Tools: Unreal Engine 4, WWise
Team: 5
Contributions:
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Game, Level and Narrative Design
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Game Director
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Project Management
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Blueprint & C++ Programming
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Story & Cinematics
About
Project C is a Narrative Driven First-Person Puzzle Platformer with a Time Manipulation Mechanic that plays like a blend of Portal, Quantum Conondrum and Braid which sees you solving Time and Physics-based puzzles by Slowing, Pausing and Rewinding Time.
The game takes place in Ancient mysterious Ruins on a great Mountain.
Its First Section is complete with 14 Levels designed to naturally teach the player the Mechanics and Components of the game while keeping both their wits and skills challenged.
This project is what best represent my skills as a Game, Level, Narrative and Technical Designer as I've Designed, Programmed and Written everything.
Complete Walkthrough
(Art, SFX, Music and Animations are all placeholders.)
Highly Recommend playing it first to get a better understanding of the design by solving the puzzles yourself.
Gameplay
Slow
Slow Down Time for puzzle solving and platforming
(Hover Over for More)
Rewind
Rewind Time to traverse the environment and activate components again.
(Hover Over for More)
Pause
Pause Time to use objects as platforms or re-direct their velocity.
(Hover Over for More)
Puzzle Components
The games most basic components used for building the puzzles.
Physics Based Cube that is in three variants with slightly different features.
Physics Based Cube that is in three variants with slightly different features.
(Hover Over for More)
Design
The Game Design
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Ideation
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Re-Imagining
The Original Prototype.
Portal gave me good inspirations when it came to the Puzzle Components and Spatialization. Using the Components to control where the Player / Cubes can move to and create puzzles utilizing that.
I got a lot of inspiration from this game for the Slow Motion Mechanic and it's platforming elements and Level Design Style with great hallways that you fly through on Spawning Objects.
For the original Prototype i borrowed heavily from Antichambers simplistic Art Style since it was the only kind I could make and still have the game look somewhat visually interesting.
Portal gave me good inspirations when it came to the Puzzle Components and Spatialization. Using the Components to control where the Player / Cubes can move to and create puzzles utilizing that.
Inspirations for the Original Prototype
The Intro Flashback Concepts
The World and Ruins Concepts
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
The Art Style
The Game Play
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Time Manipulation Device Concepts
The Level Design
I like to clean up the First-Draft Sketch in Photoshop if there is time but I didn't have it
I like to clean up the First-Draft Sketch in Photoshop if there is time but I didn't have it
Level 3 - From Sketch -> White Box -> Concept -> Block out
I usually clean up the First-Draft Sketch in Photoshop if time lets me
I like to clean up the First-Draft Sketch in Photoshop if there is time but I didn't have it
I like to clean up the First-Draft Sketch in Photoshop if there is time but I didn't have it
Level 5 - Tomb Area
I usually clean up the First-Draft Sketch in Photoshop if time lets me
I like to clean up the First-Draft Sketch in Photoshop if there is time but I didn't have it
I like to clean up the First-Draft Sketch in Photoshop if there is time but I didn't have it
Level 9 - Transition From Dark to Natural Light Sky lit and the Courtyard that follows.
I usually clean up the First-Draft Sketch in Photoshop if time lets me
The Approach To Level Design
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Sightlines, Leading Lines & Framing
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
The roof is falling down, drawing the players view upward. Through the hole in the ceiling the Sections End Goal is visible.
(Hover Over for More)
The Tutorial Design
Intro to Slow-Motion
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Introduction to Slow Motion with Simple Platforming and No Pits
Then re-iterates Slow Motion but with added challenge over Pits and Introduces the Blue Force Field Puzzle Component and that they are safe for the player.
Introduction to Slow Motion with Simple Platforming and No Pits
(Hover Over for More)
Re-Iterates on the previously introduced Component which was the Force Field in Combination with something new which is the Throw
Then Throw in Combination with the Slow-Motion.
Re-Iterates on the previously introduced Component which was the Force Field in Combination with something new which is the Throw
(Hover Over for More)
Intro to Throw
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Intro to Pause
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
The Ruins themselves controls the flow of time here as Pause is Introduced to ease the player into it.
Re-Iterates Pause in the next level but with interactable Cubes so the player can learn their behavior.
The Ruins themselves controls the flow of time here as Pause is Introduced to ease the player into it.
(Hover Over for More)
The player eventually have to use the pieces to follow them up in order to progress. Note the shot of the Tower through the ceiling toward the direction where the player is most likely to look.
After the player have received the Ability they have to prove that they can use to avoid Lazers.
The player eventually have to use the pieces to follow them up in order to progress. Note the shot of the Tower through the ceiling toward the direction where the player is most likely to look.
(Hover Over for More)
Intro to Rewind
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
The Narrative Design
The Premise
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
The Character
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Main Characters Concepts
The Theme
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
The Structure
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
The Storytelling
2D Flashback Memory Sequences
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
3D In-Engine Third-Person Cutscenes
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
The First-Person Cutscenes
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Cinematics
Here I break down the most Important Cinematics and the thought process behind them.
Since it is all made with placeholder art, animations etc., they are intentionally a bit slower paced than what the final versions will be since I find it easier to trim down a shot and make it faster paced when you have the final art compared making a shot slower paced and longer.
In the game you can turn on/off the Cinematic References and Descriptions.
NOTE Some of these cutscenes are out of date as they has been revised, this page will be updated soon
Opening Cinematic
Goal of the Cinematic
The Goal of the Cinematic is to give a soft introduction to the world and character as well as give a small hint at what the character is doing there.
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Opening Cut Scene
(Art, SFX, Music and Animations are all placeholders)
Focus Transitions softly from the World to the Character.
I utilize References to communicate concepts and ideas.
The Style of the Third-Person Cutscenes are a bit similar to MGSV where the camera almost acts as a person that is following and observing the Main Character throughout the game events.
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
The Transition to First-Person
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
The cut scenes transition softly into game play, this along with no loading screens creates a more seamless experience.
The Pedestal Cinematic
Pedestal Cut Scene
(Art, SFX, Music and Animations are all placeholders)
Goal of the Cinematic
The goal was for the character to Receive the Time Manipulation Device and by doing it, re-awakens the Ruins and getting a Hint to the overall End Objective.
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Transitions from Game play into Third Person Cut Scene
The Time Manipulation Device
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Pedestal Open, revealing the Time Device. Something at the Mountains Top Reacts to her presence, hinting its the End Goal
The Mountain
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Transitions from what we last saw her looking at to First-Person
The Tower Cinematic
The Tower Cut Scene
(Art, SFX, Music and Animations are all placeholders)
Goal of the Cinematic
The goal was to give the player a natural transition from the current Section to the next one and get to see the Ruins that they've traversed through from a new perspective which could give them a better overview of the size of the ruins and a feeling of accomplishment.
I also wanted to present in the Second Memory here in a natural way.
Transitioning Into Memory Flashback
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.