Project C

MainCharacter01.jpg
(All Art, SFX and Animations etc. are placeholders)

Role: Writer, Game/Level Designer & Programmer 

Tools: Unreal Engine 4, WWise

Team: 5
 

Contributions:

  • Game, Level and Narrative Design

  • Game Director

  • Project Management

  • Blueprint & C++ Programming

  • 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.

ProjectC_WorldOverview
ProjectC_WorldOverview

press to zoom
ProjectC - The Valley
ProjectC - The Valley

press to zoom
ProjectC_StauesTombRoom01
ProjectC_StauesTombRoom01

press to zoom
ProjectC_WorldOverview
ProjectC_WorldOverview

press to zoom
1/8
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

ProjectC - Slow
ProjectC - Slow

press to zoom
ProjectC - Slow
ProjectC - Slow

press to zoom
1/1

(Hover Over for More)

Rewind

Rewind Time to traverse the environment and activate components again. 

ProjectC Rewind
ProjectC Rewind

press to zoom
ProjectC Rewind
ProjectC Rewind

press to zoom
1/1

(Hover Over for More)

Pause

Pause Time to use objects as platforms or re-direct their velocity. 

ProjectC - Pause
ProjectC - Pause

press to zoom
ProjectC - Pause
ProjectC - Pause

press to zoom
1/1

(Hover Over for More)

Puzzle Components

The games most basic components used for building the puzzles.

ProjectC - Cube
ProjectC - Cube

Physics Based Cube that is in three variants with slightly different features.

press to zoom
ProjectC - Cube
ProjectC - Cube

Physics Based Cube that is in three variants with slightly different features.

press to zoom
1/1

(Hover Over for More)

 

Design

The Game Design

Ideation

Re-Imagining

The Original Prototype.
Portal 2
Portal 2

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.

press to zoom
Quantum Conondrum
Quantum Conondrum

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.

press to zoom
Antichamber
Antichamber

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.

press to zoom
Portal 2
Portal 2

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.

press to zoom
1/3
Inspirations for the Original Prototype
ProjectC - Home - Vista
ProjectC - Home - Vista

press to zoom
ProjectC - Home - House
ProjectC - Home - House

press to zoom
ProjectC - Home - Swing
ProjectC - Home - Swing

press to zoom
ProjectC - Home - Vista
ProjectC - Home - Vista

press to zoom
1/3
The Intro Flashback Concepts
ProjectC_WorldOverview
ProjectC_WorldOverview

press to zoom
Project C - Entrance Paintover
Project C - Entrance Paintover

press to zoom
ProjectC - Statue Room Paintover
ProjectC - Statue Room Paintover

press to zoom
ProjectC_WorldOverview
ProjectC_WorldOverview

press to zoom
1/6
The World and Ruins Concepts

The Art Style

The Game Play

ProjectC - Time Manip Device
ProjectC - Time Manip Device

press to zoom
ProjectC - Time Manip Device
ProjectC - Time Manip Device

press to zoom
ProjectC - Time Manip Device
ProjectC - Time Manip Device

press to zoom
1/2
Time Manipulation Device Concepts

The Level Design

ProjectC_Lvl3
ProjectC_Lvl3

I like to clean up the First-Draft Sketch in Photoshop if there is time but I didn't have it

press to zoom
ProjectC_Lvl3_4_WhiteBox
ProjectC_Lvl3_4_WhiteBox

press to zoom
ProjectC_Lvl3_1_WhiteBox
ProjectC_Lvl3_1_WhiteBox

press to zoom
ProjectC_Lvl3
ProjectC_Lvl3

I like to clean up the First-Draft Sketch in Photoshop if there is time but I didn't have it

press to zoom
1/6
Level 3 - From Sketch -> White Box -> Concept -> Block out
I usually clean up the First-Draft Sketch in Photoshop if time lets me
ProjectC_Lvl5
ProjectC_Lvl5

I like to clean up the First-Draft Sketch in Photoshop if there is time but I didn't have it

press to zoom
ProjectC_Lvl_5_1
ProjectC_Lvl_5_1

press to zoom
ProjectC_Lvl_5_2_Paintover
ProjectC_Lvl_5_2_Paintover

press to zoom
ProjectC_Lvl5
ProjectC_Lvl5

I like to clean up the First-Draft Sketch in Photoshop if there is time but I didn't have it

press to zoom
1/5
Level 5 - Tomb Area
I usually clean up the First-Draft Sketch in Photoshop if time lets me
ProjectC_Lvl9
ProjectC_Lvl9

I like to clean up the First-Draft Sketch in Photoshop if there is time but I didn't have it

press to zoom
ProjectC_Lvl9_2
ProjectC_Lvl9_2

press to zoom
ProjectC_Lvl9_3
ProjectC_Lvl9_3

press to zoom
ProjectC_Lvl9
ProjectC_Lvl9

I like to clean up the First-Draft Sketch in Photoshop if there is time but I didn't have it

press to zoom
1/4
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

Sightlines, Leading Lines & Framing

Power Lines act as Leading Lines
Power Lines act as Leading Lines

press to zoom
Pillars Frame Sight Line to Lvl Goal
Pillars Frame Sight Line to Lvl Goal

press to zoom
Sight Line to Section End Goal
Sight Line to Section End Goal

The roof is falling down, drawing the players view upward. Through the hole in the ceiling the Sections End Goal is visible.

press to zoom
Power Lines act as Leading Lines
Power Lines act as Leading Lines

press to zoom
1/3

(Hover Over for More)

The Tutorial Design

Intro to Slow-Motion

ProjectC - Slow Motion 1 - Lvl3
ProjectC - Slow Motion 1 - Lvl3

Introduction to Slow Motion with Simple Platforming and No Pits

press to zoom
ProjectC - Slow Motion 2 - Lvl4
ProjectC - Slow Motion 2 - Lvl4

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.

press to zoom
ProjectC - Slow Motion 1 - Lvl3
ProjectC - Slow Motion 1 - Lvl3

Introduction to Slow Motion with Simple Platforming and No Pits

press to zoom
1/2

(Hover Over for More)

ProjectC - Throw 1 - Lvl5
ProjectC - Throw 1 - Lvl5

Re-Iterates on the previously introduced Component which was the Force Field in Combination with something new which is the Throw

press to zoom
ProjectC - Throw 2 - Lvl5
ProjectC - Throw 2 - Lvl5

Then Throw in Combination with the Slow-Motion.

press to zoom
ProjectC - Throw 1 - Lvl5
ProjectC - Throw 1 - Lvl5

Re-Iterates on the previously introduced Component which was the Force Field in Combination with something new which is the Throw

press to zoom
1/2

(Hover Over for More)

Intro to Throw

Intro to Pause

ProjectC - Pause 1 - Lvl6
ProjectC - Pause 1 - Lvl6

The Ruins themselves controls the flow of time here as Pause is Introduced to ease the player into it.

press to zoom
ProjectC - Pause 2 - Lvl7
ProjectC - Pause 2 - Lvl7

Re-Iterates Pause in the next level but with interactable Cubes so the player can learn their behavior.

press to zoom
ProjectC - Pause 1 - Lvl6
ProjectC - Pause 1 - Lvl6

The Ruins themselves controls the flow of time here as Pause is Introduced to ease the player into it.

press to zoom
1/2

(Hover Over for More)

ProjectC - Rewind 2 - Lvl9
ProjectC - Rewind 2 - Lvl9

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.

press to zoom
ProjectC - Rewind 3 - Lvl9
ProjectC - Rewind 3 - Lvl9

After the player have received the Ability they have to prove that they can use to avoid Lazers.

press to zoom
ProjectC - Rewind 2 - Lvl9
ProjectC - Rewind 2 - Lvl9

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.

press to zoom
1/2

(Hover Over for More)

Intro to Rewind

The Narrative Design

The Premise

The Character

Project C - MainCharacter01
Project C - MainCharacter01

press to zoom
Project C - MainCharacter02
Project C - MainCharacter02

press to zoom
Project C - The Boy
Project C - The Boy

press to zoom
Project C - MainCharacter01
Project C - MainCharacter01

press to zoom
1/5
Main Characters Concepts

The Theme

The Structure

The Storytelling

2D Flashback Memory Sequences

ProjectC-Home1
ProjectC-Home1

press to zoom
ProjectC-Home3
ProjectC-Home3

press to zoom
ProjectC-Home1
ProjectC-Home1

press to zoom
1/2
ProjectC_Intro_CloseUpOfChar
ProjectC_Intro_CloseUpOfChar

press to zoom
ProjectC_Intro_CloseUpOfChar
ProjectC_Intro_CloseUpOfChar

press to zoom
1/1

3D In-Engine Third-Person Cutscenes

The First-Person Cutscenes

ProjectC - Statue Cutscene
ProjectC - Statue Cutscene

press to zoom
ProjectC - Statue Cutscene
ProjectC - Statue Cutscene

press to zoom
1/1
 

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.

Opening Cut Scene
(Art, SFX, Music and Animations are all placeholders)
ProjectC - Intro - TransitionToChar
ProjectC - Intro - TransitionToChar

press to zoom
ProjectC - Intro - TransitionToChar
ProjectC - Intro - TransitionToChar

press to zoom
1/1
Focus Transitions softly from the World to the Character. 
ProjectC - Intro - Entrance
ProjectC - Intro - Entrance

press to zoom
ProjectC - Intro - Entrance
ProjectC - Intro - Entrance

press to zoom
1/1
I utilize References to communicate concepts and ideas.
ProjectC - Intro - CloseUpOfChar
ProjectC - Intro - CloseUpOfChar

press to zoom
ProjectC - Intro - CloseUpOfChar
ProjectC - Intro - CloseUpOfChar

press to zoom
1/1
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.

The Transition to First-Person

ProjectC - CutsceneToFirstPerson
ProjectC - CutsceneToFirstPerson

press to zoom
ProjectC - CutsceneToFirstPerson
ProjectC - CutsceneToFirstPerson

press to zoom
1/1
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)
ProjectC - PedistalCutsceneTransitio
ProjectC - PedistalCutsceneTransitio

press to zoom
ProjectC - PedistalCutsceneTransitio
ProjectC - PedistalCutsceneTransitio

press to zoom
1/1

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.

Transitions from Game play into Third Person Cut Scene

The Time Manipulation Device

ProjectC - PedCutsceneTimeDevice
ProjectC - PedCutsceneTimeDevice

press to zoom
ProjectC - PedCutsceneTimeDevice
ProjectC - PedCutsceneTimeDevice

press to zoom
1/1
Pedestal Open, revealing the Time Device. Something at the Mountains Top Reacts to her presence, hinting its the End Goal

The Mountain

ProjectC - PedCutscenTransitionToFPS
ProjectC - PedCutscenTransitionToFPS

press to zoom
ProjectC - PedCutscenTransitionToFPS
ProjectC - PedCutscenTransitionToFPS

press to zoom
1/1
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

Project C - Tower Cutscene
Project C - Tower Cutscene

press to zoom
Project C - Tower Cutscene
Project C - Tower Cutscene

press to zoom
1/1
A Shot of the Ruins the player has traversed but from a new perspective. Long close up of the girl as she is holding the pendant tightly and thinks back to the day she found it.