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Collapsed

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Genre: 3D platformer, Action

Engine: Unreal Engine 4

Team size: Solo project

Duration: 12 weeks

Platform: PC

Project: Collapsed

Role: Game designer & Tech designer

 

This action platformer offers an adventure through a dilapidated castle. Players navigate using acrobatic maneuvers, solve intricate puzzles, and combat guards. The game focuses on agile movement and environmental interaction, providing a rich platforming experience. My role as the Game designer involved the technical aspects of game design, from creating intriguing puzzle design, enemy AI to level structure.

Responsibilities / Highlights​

  • Puzzle Design: Created a variety of action puzzles with escalating difficulty levels for player engagement.

  • Complex Movement System: Developed a sophisticated movement system that players can learn and combine with other abilities for optimal gameplay.

  • Time vs. Skill: Designed the action puzzles to be navigable at different speeds, depending on the player's mastery of the movement system, such as bypassing walls without destruction through skillful jumping.

  • Projectile Bounce Mechanic: Implemented a mechanic where the player's projectiles can bounce and reset their duration, allowing players to activate traps, press buttons for platform activation, or eliminate distant enemies.

Design Overview

  • Enemy Design Complexity: Designed enemies to challenge player movement capabilities with a mix of projectiles and melee combat.

  • Interactive Environment: Integrated moving platforms and walls that obstruct player movement, requiring destruction for passage. These elements are placed strategically to allow only a brief window for the player to react.

  • Advanced Movement Mechanics: Players can utilize wall jumps to navigate past certain objects. The combination of double jumps and wall jumps extends their reach, enabling traversal over more challenging sections.

My thought process:

  • Utilize the bouncing projectile to create action puzzles for the player to solve.

  • The level design should reward skillful movement.

  • Enemies are strategically placed to control player movement.

  • Obstacles should offer a choice: proceed slowly and carefully or use agile movements for a quicker pace.

Level Design

  • Projectile Enemies: Challenge the player's ability to simultaneously dodge and attack.

  • Melee Enemies: Intensify the platforming experience.

  • Moving Platforms: Add complexity and are paired with destructible walls for heightened challenges.

  • Transparent Platforms: Encourage players to strategize, such as using projectiles to activate them.

  • Projectile Bounce: Offers a unique mechanic for solving puzzles, bouncing across platforms to activate switches or defeat distant foes.

  • Turrets: Increase the difficulty in player movement.

  • Destructible Walls: Enhance the challenge by obstructing the player's path.

  • Windows: Test timing and jumping skills.

  • Moving Floor Boards: Present a significant challenge, testing the player's movement and jumping abilities.

Environment highlights​​​​

Selection of Game Blueprints

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