Puzzle Project
Level Design made with First Person Puzzle Template
Level Design made with First Person Puzzle Template
Players: 1
Camera: First Person
Controller: Keyboard/Mouse
Platform: PC
Similar to: Portal
Camera: First Person
Controller: Keyboard/Mouse
Platform: PC
Similar to: Portal
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Level Design: Laurent Corriveau
Blueprints: Divivor
3D Models: Divivor
Materials: Divivor + Unreal
Sound Effects: Divivor
Skybox: Velarion
Level Design: Laurent Corriveau
Blueprints: Divivor
3D Models: Divivor
Materials: Divivor + Unreal
Sound Effects: Divivor
Skybox: Velarion
THE MAKING
MY TASKS
- Creating puzzles using multiple existing Blueprints
- Blueprint modifications
- Integrating Asset Packs from the Unreal Marketplace
- Creating the environment to support the puzzles
MY TASKS
- Creating puzzles using multiple existing Blueprints
- Blueprint modifications
- Integrating Asset Packs from the Unreal Marketplace
- Creating the environment to support the puzzles
LEVEL LAYOUT
DESIGN INTENTIONS
PLAYER START
Player feels disoriented. He is surrounded by cubes and one is falling from a chute. The player learns that he must place the Blue Cube on the Power Switch for the door to open. He also learns that Disco Cubes cannot be used to activate Power Switches.
Player feels disoriented. He is surrounded by cubes and one is falling from a chute. The player learns that he must place the Blue Cube on the Power Switch for the door to open. He also learns that Disco Cubes cannot be used to activate Power Switches.
CORRIDOR
Corridor leading to the Main Room. The player can see a room full of moving platforms. I wanted to give a sense of space, complexity and wonder at that point. I want them to start questioning the location in which they are.
Corridor leading to the Main Room. The player can see a room full of moving platforms. I wanted to give a sense of space, complexity and wonder at that point. I want them to start questioning the location in which they are.
MAIN ROOM
The Main Room presents Three Colored Doors to the player. The Pink Door needs (1) Pink Cube to be opened. The Yellow Door needs (2) Yellow Cubes to be opened. The Green Door cannot be opened from this side. The player learns that he will need to come back here later with a Yellow Cube in order to open the Yellow Door.
The Main Room presents Three Colored Doors to the player. The Pink Door needs (1) Pink Cube to be opened. The Yellow Door needs (2) Yellow Cubes to be opened. The Green Door cannot be opened from this side. The player learns that he will need to come back here later with a Yellow Cube in order to open the Yellow Door.
PUZZLE 1
The First Puzzle integrates two elements that the player have seen before: Power Switches and Moving Platforms.
The First Puzzle integrates two elements that the player have seen before: Power Switches and Moving Platforms.
PUZZLE 2
The Second Puzzle teaches the player about a new mechanic: Elevator Platforms.
The Second Puzzle teaches the player about a new mechanic: Elevator Platforms.
PUZZLE 3
The Third Puzzle uses Power Switches and Elevator Platforms as it’s main elements. The player is also introduced to Splitters, which link one action to another.
The Third Puzzle uses Power Switches and Elevator Platforms as it’s main elements. The player is also introduced to Splitters, which link one action to another.
PUZZLE 4
The Forth Puzzle introduces the player to Bridges. The heart of this puzzle is to find a Green Cube hidden in a mass of Disco Cubes.
The Forth Puzzle introduces the player to Bridges. The heart of this puzzle is to find a Green Cube hidden in a mass of Disco Cubes.
PUZZLE 5
The Fifth Puzzle uses Moving Platforms with a different approach. The player must align the Moving Platforms properly by deactivating them with the right timing, followed by light platforming. This puzzle leads to an elevator that brings the player back to the Main Room with a Yellow Cube.
The Fifth Puzzle uses Moving Platforms with a different approach. The player must align the Moving Platforms properly by deactivating them with the right timing, followed by light platforming. This puzzle leads to an elevator that brings the player back to the Main Room with a Yellow Cube.
END ROOM
The End Room is a long corridor with reflecting surfaces that leads to a Large Yellow Door. The length of the corridor fortifies the sense of anticipation. The light reflections help create a dramatic effect. The Large Yellow Door reveals a giant Black Hole. The player realizes that there is no escaping this Facility.
The End Room is a long corridor with reflecting surfaces that leads to a Large Yellow Door. The length of the corridor fortifies the sense of anticipation. The light reflections help create a dramatic effect. The Large Yellow Door reveals a giant Black Hole. The player realizes that there is no escaping this Facility.
FULLY-COMMENTED PLAYTHROUGH
WHAT I LEARNED IN THIS PROJECT
This was my first time using Unreal Engine after learning Unity. It was a great opportunity for me to get familiar with Blueprints, Lighting, Skyboxes and 3D level design.
This was my first time using Unreal Engine after learning Unity. It was a great opportunity for me to get familiar with Blueprints, Lighting, Skyboxes and 3D level design.
WHAT I WOULD'VE DONE DIFFERENTLY
As a first time playing with Unreal, I am pretty pleased with the result. I would’ve loved to continue working on the project in order to create more complex puzzles and integrate one or two mechanics of my own. I would’ve also remade the character controller so the jump felt more responsive, allowing for more interesting platforming.
As a first time playing with Unreal, I am pretty pleased with the result. I would’ve loved to continue working on the project in order to create more complex puzzles and integrate one or two mechanics of my own. I would’ve also remade the character controller so the jump felt more responsive, allowing for more interesting platforming.