Level Design Development Log 3: Finalising Level

In this third and final development log, the level’s features will be finalised with playtesting and implementation of sound also being discussed. Some more principles of level design and asset changes will also be brought up as they are implemented in this development phase.

Level Changes:

Improved Platforms Cinematic

The platform cinematic was optimised as it was a little tedious if the player had all three reliefs and hadn’t put any in yet. It was made so that the player is able to place all the reliefs they have with one button press rather than placing them one by one. The level sequences were also changed as the camera was separated from the individual platform sequences and made into its own sequence as the optimisation meant that the cinematic could show all three platforms rising at the same time so this would be more efficient. The camera was also made to move across the garden area so that the level sequence was more interesting while also showing all the platforms.

Bookcase Puzzle Note
Safe Puzzle Note

To make sure the player knows what they have to do to progress in the game notes were added in the parts of the level that need some kind of direction for the player. This is because the bookcase puzzle and the safe code would take too long without direction and would be quite tedious making for a poor gameplay experience. The note in the office gives a hint as to what order the books need to be placed in and the note in the bedroom tells the player to search the other rooms to find the safe code. As there are four rooms, one digit of the code can be found in each.

Safe Code Digit Example
Death Screen Example

The death functionality before didn’t really give much feedback to the player as to what actually happened and also stopped the player from continuing without closing and restarting the game. To mitigate this a death screen when the player is hit by the freezer wall was added so the player actually knows what happened and the game restarts automatically after three seconds.

End Screen Example

The end of the game had a similar issue to the death screen as the player wasn’t informed as to what had happened and was unable to move. So an ending screen was added when the player finishes the level so that they are aware and it also restarts the game after five seconds.

Ending Sequence Demonstration

To make the ending of the game more interesting a level sequence animation in which the player places the knife into the corpse was added. It is very similar in functionality to the relief placement sequence. More red arrows pointing to the end level were also added that are enabled as soon as the player has the crest in their possession to signify the last stage of the level.

Arrows Example
Lighter Key Item Position Example
Book Key Item Position Example

In a GDC (2015) talk about the level design of Gone Home, two of the developers who worked on the game Steve Gaynor and Kate Craig talked about how to make a linear level feel non linear by using “keys and gating to lock off major choke points”. This makes a linear path feel non linear as it seems like the player is free to explore but they actually need specific items to progress that are obtained in a predictable order. To achieve this within the level the positioning of the key items for most of the puzzles was changed so that the player would have to explore the level before being able to easily progress in some of the areas.

Before adding sound to the level, the textures and models were finalised. Mostly only textures were changed although some new models were added in place of old placeholder ones obtained from free asset packs on the Unreal Engine store.

Adding Sound:

To make the level feel more complete sounds were added to some of the aspects of it and to some of the player’s actions. Ambient sound was added to the exterior part of the level and background music to the interior that sets the mood for the level. For the player, a noise when the player uses the flashlight and footstep audio were added. The fire now makes sound when it is activated and when the floor collapses a sound is played for that. Every door now has audio when opened and closed.

Exterior Sound
Player Sound
Door Sound
Fire Sound
Collapse Sound

Playtest Feedback:

Player Changes:

Original Player Speed

Originally, the player was made to be quite slow in the level as the intention was to have the player carefully explore the environment rather than just running through the level. However, this was taken to the extreme originally so after some feedback from play testers the speed of the player was changed to make it much quicker but also keeping it with the gameplay idea.

Current Player Speed
Player Camera Glitch

From playtesting, it was discovered that if the player crouched near a wall they were able to see the outside of the level. To fix this the positioning of the player’s camera and mesh in relation to the player’s collision had to be adjusted so that it was on the edge of the collision rather than inside it.

Player Camera Fix

Level Geometry Changes:

Garden Staircase Example

The area with the key and the pedestal originally had no way of getting down to the garden as the idea was that the player had to go back through the building after getting the key. This proved to be more of an annoyance though as it required the player to go back through the building multiple times so a spiral staircase was added near the pedestal.

Collapsible Floor Example

The play testers gave feedback on the sequence in which the floor breaks underneath the player as they stated that the floor was too obvious which meant it could be easily avoided. To change this some more geometry was added to the breakable floor blueprint that mostly blends in with the floor to hide that this floor will break.

Changed Collapsible Floor Example
Visible Geometry Error Example

In the garden of the level, play testers noted that there was some interior geometry visible on the right side of the garden. To fix this the walls of the garden were made slightly bigger so that they covered all the geometry that shouldn’t be visible.

Visible Geometry Fixed Example

Door Changes:

The positioning of all the doors in the level was adjusted as a lot of them weren’t placed well so they would clip with geometry when opened.

Door Bug Demonstration

The doors within the level were able to be constantly opened and closed as noted by the play testers which ruins the immersion of the game. To fix this issue, a new aspect had to be added to the door blueprints which detects whether the door is currently moving so that it can’t be interact with again.

Door Fix Demonstration

Keypad Changes:

While testing the game, it was made clear that it was hard to know what button the player is going to press when they interact with the keypad. To counteract this issue the colour of the buttons change as the player is hovering over them. The player is able to interact with the UI on the keypad as a widget interaction element is added to the player that emits an invisible line a limited distance away from the player to detect the keypad UI.

Current Keypad Demonstration

Play testers mentioned that the keypad didn’t really feedback to the player well so the keypad blueprint was changed so that a error message is displayed when the player enters the wrong code. There was also optimisation made for camera adjustment as the numbers were a little small for the new position of the camera.

Keypad Changes Demonstration

Freezer Changes:

Current Freezer Interaction Demonstration

From playtesting, it was clear that the freezer interaction needed some changes because it wasn’t efficient in how it functioned and the UI didn’t update while the player was close to the interaction collision. It also caused some errors that didn’t really affect anything but could be fixed. The freezer relief blueprint was edited so that the UI flowed better.

Freezer Changes Demonstration

UI Changes:

UI Changes Example

During the playtesting stage, feedback was given about the various bits of UI throughout the level. One of these bits of feedback was that the UI text was sometimes unreadable when the player is using the flashlight so an outline was added to the text to stop this. Another bit of feedback was that most of the interaction UI has too much space in the text. This is because of the way the interaction text was done so that it could be used on multiple items but it causes a space sometimes as the item name is a different text element. To fix this the interaction text had to be changed to use a different method where only one text element contains all of the text including the item name while still allowing it to be changed for different items.

UI Missing Item Message Example

The last bit of feedback was that there is no UI Prompt telling the player that they don’t have an item so the player won’t know if they can interact with parts of the level without the required item. A message was implemented to all blueprints that involve the player placing items so that they know it can be interacted with before they have the item.

References:

GDC (2015) The Level Design of Gone Home [Video]. Available online: https://youtu.be/n6__ftHSEfM [Accessed 28/04/22].

Level Design Development Log 2: Level Functionality

In this second development log, the continued development of the game will be documented until the point at which the game can be played from start to finish. Principles of level design will also be discussed if they are implemented into the level at this point.

Exterior Level Changes:

Exterior Geometry Changes 1

In the exterior level, the geometry around the forest area was adjusted so that the skybox can no longer be seen on the edges of the forest. This helps to sell the illusion of the path being deep in a forest when in fact the trees are only around the area that the player can see and navigate in.

Exterior
Geometry Changes 2

Geometry around the hut that the player receives the flashlight in has also been adjusted. This was so the hut could be placed on flat ground as before it was visibly off of the ground. Although, this wasn’t an important change to make it was a very easy and quick thing to do.

Flashlight Block Demonstration

As mentioned in the first development log, the player could walk past the hut without getting the flashlight originally. This meant that the player could avoid activating one of the level’s main mechanics and potentially have a hard time getting through the level. To fix this an invisible wall was implemented that also informs the player of why they can’t go ahead.

Flashlight Block Functionality

The blueprinting for this was very simple as it used the same variable that allows the usage of the flashlight to know when to delete the invisible wall. The UI element that informs the player that they can’t proceed uses an box collision element to detect when the player is close enough to the invisible wall so that they would need to be informed of why they can’t pass.

Interior Level Changes:

Platforms Cinematic Demonstration

For the interior level, the first changes were made to the functionality of the platforms that appear after the player has placed the reliefs. Rather than the platforms just being toggled as being visible when the player places the reliefs a cinematic was implemented to also show the platforms rising from the water. This was achieved by using level sequences that play when the respective relief is placed into the pedestal, controlling both the respective platform and the camera so that the player is aware of the change. The camera was also included in the level sequences because originally it wasn’t obvious what the reliefs being put into the pedestal meant but with the camera the player immediately is told what has happened.

Platform Functionality
Platform Cinematic Functionality

The original blueprint functionality was kept which is the blueprint detecting when the player has placed the relief associated with the platform so that the box collision can be deleted and the platform mesh can be made visible. The cinematic functionality was added after this which is just blueprinting that plays the respective level sequence.

Freezer Puzzle Demonstration

The freezer puzzle now functions closer to what is intended. Originally the player could take the relief without any consequence and skip the whole puzzle part of the dining area. Now the player has to have obtained the fake relief to leave the freezer with the kitchen relief. This is because the fake wall of the freezer actually moves towards the player when the relief is picked up.

Freezer Puzzle Funtionality

The functionality of the freezer wall moving is contained within the level blueprint so the locations the wall needs to move between can be set using target points within the level environment. The fake wall blueprint within the level is referenced here to and moved to whichever location it should be going to dependent on what state a variable is in known as ‘Wall Moving’. This variable is controlled within the blueprint responsible for the relief functionality within the freezer. Earlier attempts at making the wall move used similar blueprinting to what is used to animate the doors in the level but the wall movement wasn’t working correctly and it would fly off into the void outside of the level. This is probably because of how the fake wall blueprint was structured and rather than changing that the current way of achieving the same result was tried which proved to be a lot more accurate in moving the walls where they were supposed to go as the earlier attempt was done by putting in the values of the target locations for the walls manually.

Player Death Demonstration

The wall was now moving but the wall functionality was not yet completed to a point that was satisfactory for this point of development. To get it to that point more functionality was added to the wall that revolves around the act of the player actually being killed by the wall when the wall collides with the player.

Fake Wall Functionality
Player Death Functionality

To ‘kill’ the player a collision box is attached to the wall that calls an event within the player character’s blueprint when it detects the player. This event disables the ability for the player to move and also makes a boolean variable true that stops the fake wall from moving when it is in this state. This is only a placeholder for the player death functionality as there is going to be an UI element to it later that states ‘You Are Dead’ and then the level will restart from inside the mansion.

Vent Interaction Demonstration

The first challenge the player comes across within the bedroom and office section of the level is that they need to find a way into the office as the door is blocked. To do this the player has to locate a button within the bedroom that opens the vent which allows the player to then enter the office.

Vent Button Functionality

When the button is interacted with it plays a level sequence that shows the button being pressed while also changing a variable so that the vent knows to open. The way the player interacts with this button is the same way most of the interaction within the game works. A collision box is used as a trigger to know when to show the UI and remove it based on when the player overlaps and moves away. At the end of the bit of code where the level sequence is activated the box collider that triggers the UI is also removed.

Vent Animation Functionality

The vent door blueprint contains the functionality for the vent animation. After the vent button variable is set to true, a timeline is activated that moves the vent door. To know where the vent door should start and end a lerp is used which is then plugged into a SetRelativeRotation block attached to the vent door model so that the vent door will move to the position it is supposed to be at during the timeline.

Blocked Door Demonstration

The door to the office area of the mansion could be used straight away before which was not the intended flow of the area. To change this a variable was added that is used to stop the player from being able to interact with the door until they have unblocked it from the other side. This functionality was adapted from the locked door functionality as it is the same idea just with a different variable being used.

Blocked Door Solution Demonstration

To unblock the door the player must move a chair from the door by interacting with it. The player is only able to interact with the chair from the side the door is blocked from as the collision to enable interaction with it is placed and scaled in a way so that this effect is achieved. A level sequence is used to manage the movement of the chair and after this sequence is played the variable for the door is changed so that it is now interactable. The door unblock sequence is used so that the player doesn’t have to go back through the vent and bedroom area allowing the player to leave this part of the level quickly without retreading old areas as the player already has to explore the building a lot.

Bookcase Puzzle Demonstration

One of the main puzzles of the level is contained within the office as one of the reliefs for the pedestal is obtained in this room behind a bookcase. Before the bookcase was already open and the player could just grab it. Now there is an actual puzzle to solve that involves placing three books in the right order on the other bookshelves. For now the books are placed on the table in the office itself but later they are probably going to be placed around the level. For now, there is no clear indication of where the player should be placing books as the assets aren’t yet finalised. Later the bookcases will be filled so the spaces where books should be placed will be more obvious.

Book Placement Functionality

The blueprints for placing the books are very large but also quite repetitive so to explain them more efficiently snippets have been shown that can be used to explain the full blueprints. When the player enters the collision for interaction with the book placements, the player has the option of placing any of the books. This is so this puzzle is actually a challenge rather than just another find and place mechanic. Each book has its own key input for example pressing 2 on the keyboard will place the second book which is told to the player in the UI. The UI for each book will only show up if the book is in the player’s possession which is detected through the use of booleans for each book. Before the player has the correct combination the player can also pick up the books after they have been placed. The above screenshot shows the functionality for placing the first book. The player can only place the first book if they are in the interaction radius and if a book hasn’t been placed yet. Once the player presses 1 the first book’s variable is now false to tell the blueprints that the player no longer has the first book and a static mesh is made visible to show the player a book is placed. The variable to detect whether a book is placed is made true and the number of the book placed is put into a float so the book the player can pick up from this location matches the one they placed. To made the UI transition more smooth the UI for book placement is removed when the player places a book and immediately replaced with the UI for picking up a book. If the player places the right book another variable is set to true that tells the blueprints that the correct book has been placed in that location.

Bookcase Puzzle Functionality

The order in which the player is supposed to place the books is not yet able to be figured out any way except for trial and error at the moment but when the narrative elements are added to the level later there will be a hint implemented. Once all three books have been placed in their respective locations the interaction collision for each book placement blueprint is removed so no further changes can be made to the order. A timeline animation is also played that opens the bookcase to reveal the second relief. The blueprint for the second relief had to be changed a bit as it could be picked up through the bookcase. This was achieved by not allowing the player to interact with the relief until the bookcase has been opened which is controlled through another boolean variable that is set to true when the timeline animation is complete.

Breakable Floor Demonstration

In a GDC (2018) talk about ‘Ten Principles for Good Level Design’ by Dan Taylor, a point is brought up about how good level design is surprising in which one of the main points was to disrupt paradigms within the level. A specific quote from the talk is “be subversive, take an existing game design paradigm… and flip it” which has been attempted to be implemented in this level. After the player has obtained the second relief, the floor in the hallway of the bedroom and office area will break and cause the player to fall to the kitchen area. This is to disrupt the pacing paradigm of the level as the player has been free to explore the level however they wanted at this point and this shift to a different area is something that changes up the level flow unlike the rest of the level. The floor breaking was achieved using an Unreal Engine plugin called Apex Destruction that allows any static mesh to be broken apart inside Unreal Engine itself rather than doing it manually. The plugin allows a destructible mesh to be created that can be broken inside blueprints so when the player enters the collision for the part of the floor that is intended to break the destruction is activated and physics are added to that part of the floor so that it is affected by the simulated gravity.

Safe Puzzle Demonstration

The safe puzzle is the final puzzle needed to obtain all three reliefs. As the case was with most of the other puzzles, before the relief could be grabbed out of the safe without doing anything as the player. However now the player must enter a four digit code into the safe for it to open. The code currently is 1234 as a placeholder as the actual code in the final level will be found out by searching the nearby guest rooms. For now there is no indication of what the code is in the level. The relief inside the safe was adjusted like the second relief so that it can’t be interacted with until the safe is opened.

Keypad UI Functionality

The keypad UI blueprint is shown above. Each button on the keypad is stored within an array so that when they are pressed the number they are assigned to is added to the display on the keypad. This is done by append the digit of the respective button to the variable that is used for the display and then setting that as the variable. To get it to show up on the display the variable is converted to a string variable. The length of the keypad variable is also detected at this point to see if it has reached four digits so the code can be checked. A event dispatcher is called at this point known as Code Entered.

Keypad Buttons Functionality

The blueprint for the buttons was set up in a way that would allow each button to stem from the same blueprint. This was achieved by making the digit integer variable public so the value could be changed for each button in the keypad blueprint when they were added. To make this value be shown on the button it is applied to the text on the button before the keypad UI is loaded into the game.

Safe Door Functionality

The top line in the safe door blueprint is used to create the function in which the code is checked when the keypad blueprint has called the Code Entered dispatcher. The bottom line is a timeline animation for the safe door.

Code Check Functionality

This screenshot displays the function in which the code is checked which is done by comparing the input code variable to another variable. If it is not the right code, then the input code variable is reset to allow the player to input another code. If it is correct, the timeline animation is played and a variable is set to allow the relief inside to be interacted with. The keypad is deleted at this point but it will be adjusted later so that the ability to input a code onto it is removed rather than the whole keypad.

Living Room Demonstration

The final element of the level is contained within the living room. The goal is to recreate a scene within the living room by finding an item and placing it where it is intended to go. For now it is very simple as it was implemented to just allow the player to finish the game. In the final version of the level, this sequence will be a little more complex as it will involve a level sequence when the player places all of the items.

Living Room Functionality

Some of the functionality for the living room section is contained within the level blueprint. This is so the arrow used to tell the player that there is somewhere to go down the hallway will only appear when the player is supposed to go to living room without creating a new blueprint class for the arrow and instead just referencing the static mesh that is placed in the level. The other bit of functionality stops the player from moving and performing any input when the scene has been finished by tracking the boolean variables for the different elements of the scene. This serves as the ending of the level for now. An idea for the final version of the ending has a UI element appear to inform the player of the ending and then the game will quit.

References:

GDC (2018) Ten Principles for Good Level Design [Video]. Available online: https://youtu.be/iNEe3KhMvXM [Accessed 15/04/22].

Level Design Development Log 1: Blockout Prototype

Level Explanation:

In this first development log, the focus will be on the blockout of the level discussing the principles of level design which were implemented. The intended gameplay of the level will also be touched upon as it isn’t fully implemented into the level at this stage and some of the blueprints that bring functionality to the level will be shown.

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First Floor Idea

These images show the early ideas for the level design. While most of this design didn’t get used for the actual level blockout it still informed the general ideas for the level design. The primary things taken from this design are: the main lobby being cylindrical in nature, the four different areas inside the building although they are simpler in the blockout, the garden area with the part at the back and the forest start for the level though it is more complex in the blockout.

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Second Floor Idea

Exterior Level:

The first part of the level is the exterior section. This section is intended as a tutorial for the base mechanics included in the level. Although the mechanics aren’t too complex, the introductory part of the level was still dedicated to introducing the player to them so that the player would be familiar with the mechanics later in the level. The player starts at the entrance to the forest path with a basic barrier and ‘car’ behind them to insinuate that they drove to this location.

Overview of the Exterior Level (Unlit)

Ahead of the player are three lampposts leading the player along the intended direction as well as more direct path signified by the brown blockout material. Game Maker’s Toolkit (2015) made an excellent point in a video about the design choices used by Naughty Dog called ‘Why Nathan Drake Doesn’t Need a Compass’ where they state that “light is the most common and arguably effective way of guiding the player” which is why the lampposts are used to lead the player at first as there is no other source of light coming from a location the player can go to.

The Intended Path

Along the path, the player will also catch a glimpse of a lit up tower that gives the player a visual for what they are heading towards. This is an example of a weenie which Game Maker’s Toolkit (2015) also mentions in the video as being a “navigational aid” which is exactly the reason it is included as it is visible from multiple points in the forest area allowing the player to orientate themselves within the game environment.

First Sighting of Weenie

As the player follows this path, the crouching mechanic is introduced as there is a fallen tree in the player’s path that can only be crouched under to proceed. To inform the player of this mechanic a UI prompt is shown when the player is close to the fallen tree trunk which also tells the player which button is associated with crouching.

Crouching Tutorial Demonstration

The player then passes the last lamppost before coming across a small shack that is emanating light. This is to draw the player in as the shack contains an necessary item for the player to obtain. This is a flashlight as the player needs this throughout the level to navigate dark areas.

Getting the Flashlight

As the player goes to leave the shack, they are prompted with the button to activate the flashlight to inform the player of the button to use this mechanic. The path from this point onwards is navigated using this flashlight but there is nothing to stop the player from continuing onwards past the shack without the flashlight yet. When the level is further developed the player will be stopped from continuing if they decide to ignore the shack perhaps by using an invisible wall and UI message that says something along the lines of ‘The path ahead is too dark to continue along’.

Flashlight Tutorial Demonstration

Although there are no more lampposts to guide the player, the tower weenie is still visible to affirm the player that the brown path is still the right way to go. In this blockout, the tower has an emissive material applied to parts of it to make it always visible. This is merely a placeholder for now as it signifies the role the tower has before it is implemented properly.

As this is still the blockout phase, most of the environment is simple and designated using colour however when it comes to the forest the foliage tools were experimented with. Usage of the trees allowed the limited environment to be hidden as well as making the world feel a little more believable. However, there is an issue with the skybox that ruins the immersion a little bit so it will have to be adjusted as the level is further developed.

Interior Level:

Entering the mansion opens the level blockout to the exploration aspect of the blockout. The player is free to explore most of this interior environment after they find a key for the doors as they are all locked but one. This was so the player would be informed of what the next goal is within the level as the key the player is looking for is placed in a position that also highlights a statue as it is very clearly lit up.

Key and Statue

Near the key, the player also comes across a unique point of interest which is some kind of pedestal for what looks like three similar items. This is how the player is going to be able to access the statue at the bottom of the garden area.

Relief Pedestal

The statue is inaccessible to the player at first as there is a water section at the bottom of the garden. As the player places the items within the pedestal a path is made for the player. For the player to find these items they must explore the other parts of the level.

The Water Section (Unlit)

Obtaining the key allows the player to explore the dining area, bedroom/office area or the guest rooms area. Each of these areas can be explored in any order as they don’t directly link to each other. However, some key items required for other areas may be spread between these areas to make the level feel more non-linear. The player can also enter the living area hallway but all this achieves is informing the player that the living room cannot be entered at this moment.

The ‘key’ items in the level are currently designated as such by making them yellow. Barclay (2016) writes about how consistency “can give the player familiar elements to help them more quickly understand any new environments” which is why this effect will be kept within the level in some form as the player will know that the item is something that is needed to progress in the game in some way.

Key Item Example

The dining area and kitchen includes one of the main challenges of the level. Completing this challenge will reward the player with a relief which is one of the items needed for the pedestal. The relief can be grabbed in the freezer but as the player takes it the wall behind them is supposed to start closing in as they take it. In this blockout that functionality has not yet been added but it will be a way the player can die within the level.

Freezer Puzzle Demonstration

The solution for this puzzle involves the fireplace located in the dining area. As the player enters the area the fireplace is not lit. To light the fireplace the player has to find the lighter item located in the main lobby for now. This allows the player to interact with the fireplace.

Fireplace Interaction

The next part of the solution is to find something that could replace the relief. This takes the form of a plastic board in the kitchen that can be heated so that it will melt into the grooves of the freezer mechanism. After picking up the board the player can interact with the fire again to heat it up and then they can replace the actual relief.

Freezer Puzzle Solution

The hallway in the bedroom/office area seems to offer the player a choice but only one of the doors can be accessed at this point. The other door serves as the way back after the puzzle in this area is solved but it also serves the purpose of making the level seem a little less linear.

Two-way Hallway

The left path leads to the bedroom. The bedroom puzzle is quite simple as the player is intended to find a button that opens a secret path to the office because the other is blocked in some way. The actual challenge of this area is that the player must organise some books in the correct order which then reveals a secret compartment behind a bookshelf. This is not implemented yet but when it is it the order will be hinted at with some environmental storytelling perhaps in the form of a drawing that the player can find elsewhere in the level.

Bedroom Secret Path

To leave this area, the player can unblock the office door as it was blocked by a chair. This saves the player a minor inconvenience of having to go back through the vent.

The ‘Blocked’ Door

The guest rooms area is also currently unfinished in terms of functionality. The area consists of four similar rooms and a single room at the end that has another one of the reliefs inside a safe. The player is supposed to figure out a code by exploring the four other rooms to use on the safe.

Guest Rooms

After all three reliefs have been retrieved by the player they can now be placed in the pedestal. This causes a pathway to appear over the water part of the garden to allow the player to get to the statue highlighted when the player first enters the mansion. Under the statue the player finds a crest encrusted in ice. This iced crest can be melted using the fireplace which then allows the player to enter the living room as this was the item required to enter the living room.

Statue Puzzle Solution

A red emissive arrow is on the wall of the hallway leading to the living room. This is because there is a perception issue with video games that can make it difficult to recognise a turn in a hallway. The solution is relatively simple as Alex/TychoBolt (2020) puts it “it boils down to is basically just giving hints of that the hallway continues” which is what I have achieved by using the arrow. The final room of the level has no functionality at the moment but it will consist of finding an item and placing it where it should be to end the game.

Living Area

Blueprints:

Door:

The door blueprint is relatively simple in how it functions. To be able to interact with the door, the player must be within a box collision that is a part of the door blueprint. This is because a boolean variable called ‘Can Interact’ is only true when the player is in this collision. A text widget is also added to the player’s screen and removed based on whether the player is in the box collision or not. This is how the interactions work for mostly every blueprint in the level as it was a solution to stop the player from being able to interact with objects when they are nowhere near them. When the player is able to interact with the door and does so a custom event known as ‘DoorToggle’ is called.

Door
Interaction Functionality

This custom event is what actually controls the actual animation of the door using timelines within the blueprint. These timelines make it so that the door actually moves to the rotation it should be at instead of just snapping there instantly. The actual functionality of the door rotating is controlled by the SetRelativeRotation blocks which get the value from a lerp. The lerp has the open and closed values in put into it as A and B and it uses the timeline to determine the point between these that it should be at which then gets input into the Yaw Rotation value of SetRelativeRotation. A delay is then used that matches the length of the timeline to set a boolean to true or false dependent on what state the door is in.

Door Animation

Fireplace:

The fireplace is a little more complex as it has multiple functions within the level. To keep track of which function it is supposed to do multiple booleans are used to keep track of the player’s progress. For example, the plastic board can only be heated if the player has already fulfilled the first function (lighting the fire) and if the plastic board has been obtained. Most of the booleans are located within the gamemode blueprint to allow all the blueprints to access these variables as it is very easy to cast to the gamemode blueprint. The functions of the fire mainly just change these booleans to allow other blueprints to be interacted with within the level except for the first function which also toggles the visibility of the fire particle system element of the blueprint.

Fireplace Interaction Functionality

The rest of the blueprint is a lot of repetitive functionality managing the UI prompts which I already explained in the door blueprint. The reason there is a lot more here is that the different functions have to be taken into account for the prompt that shows up. There is some changes that can be made to make it a little less complex but it will mostly remain the same in the final version of the level.

Fireplace UI Management

References:

Alex/TychoBolt (2020) Level Design In Pursuit of Better Levels. Available online: https://docs.google.com/document/d/1fAlf2MwEFTwePwzbP3try1H0aYa9kpVBHPBkyIq-caY/edit [Accessed 12/04/22].

Barclay, M. (2016) My Level Design Guidelines. Michael Barclay – Level Designer. 13 May. Available online: http://www.mikebarclay.co.uk/my-level-design-guidelines/ [Accessed 12/04/22].

Game Maker’s Toolkit (2015) Why Nathan Drake Doesn’t Need a Compass [Video]. Available online: https://youtu.be/k70_jvVOcG0 [Accessed 12/04/22].

Level Design Portfolio, Kieran Perry, 634895

Alex/TychoBolt (2020) Level Design In Pursuit of Better Levels. Available online: https://docs.google.com/document/d/1fAlf2MwEFTwePwzbP3try1H0aYa9kpVBHPBkyIq-caY/edit [Accessed 2/12/21].

Barclay, M. (2016) My Level Design Guidelines. Michael Barclay – Level Designer. 13 May. Available online: http://www.mikebarclay.co.uk/my-level-design-guidelines/ [Accessed 2/12/21].

de Fault, A. (2020) Intensity and pacing in The Last Of Us: Left Behind, Available online: https://wireframe.raspberrypi.com/articles/intensity-and-pacing-in-the-last-of-us-left-behind [Accessed 2/12/21].

Game Maker’s Toolkit (2015) Why Nathan Drake Doesn’t Need a Compass [Video]. Available online: https://youtu.be/k70_jvVOcG0 [Accessed 2/12/21].

GDC (2015) The Level Design of Gone Home [Video]. Available online: https://youtu.be/n6__ftHSEfM [Accessed 2/12/21].

GDC (2018) 10 Principles for Good Level Design [Video]. Available online: https://youtu.be/iNEe3KhMvXM [Accessed 2/12/21].

Level Design Game Ideas
First Floor First Draft
Second Floor First Draft

Level Overview:

The above level is based around a mysterious mansion in a forest that the player is drawn to for some unknown reason and will consist of a psychological horror type narrative. The level will be very exploration heavy and will revolve around some backtracking as the player will need to find items to unlock areas or complete puzzles. The level will consist of at least six different areas of the mansion as of now including a dining area/kitchen, lodging, bedroom, an office/study area, a living room as well as an inside garden area with a water feature that will be involved in a puzzle.

Gameplay:

The game will include puzzles that the player will complete for example activating objects in a specific order or using found objects in a particular way. The game won’t be too intense as it more based on the narrative and exploration but it will use obstacles to increase the intensity somewhat such as walls closing in on a room when an action is performed which makes the player have to find some kind of solution first.

Narrative:

The player character has come across a mysterious mansion and is drawn to it for some reason. The player has no recollection of any events involving the mansion so throughout the game the player will find notes and gain hints of the horrific things that happened through ‘stranger’ more supernatural-esque means. The player actually is the owner of the mansion who used to live there with his family before his wife turned insane due to the player’s character being a workaholic as well as him cheating on her. This lead to his wife killing their child accidentally which in turn made the player character kill his wife and be deeply affected by the events which caused him to block it from his memory. This whole experience takes place inside the mind of the player character as a way of finally accepting what happened.

Characters: Elijah Whitlock (The Father), Miranda Whitlock (The Mother) and Harrison Whitlock (The Child).

Game Progression:

Mansion Exterior: The exterior acts as a semi-tutorial for the player abilities. The player finds a small shack on the way to the mansion that has a flashlight inside. The player then encounters a fallen tree that can only be crouched under which then leads to a dark forest path that can be navigated using the flashlight.

Inside Garden Puzzle: When the player first enters the mansion interior, the inside garden is the only place the player can go to in order to progress as it is here that the mansion master key (unlocks the master bedroom, lodging area and the dining area) is found as well as a statue signifying an important item for later. The player must put three reliefs (The Father, Mother and Child) found in other parts of the mansion into a pedestal which in turn brings three platforms up from the water feature. Then the player may obtain an wax block from the statue that contains the key to unlock the living room door that has a note with it that hints that the item must be melted in order to proceed.

Dining Area and Kitchen Puzzle: The walls close in after picking up The Father relief in the Kitchen pantry. The way to solve the puzzle is to find something that can replace the relief in the kitchen. The object that is found is a plastic board that is heated using one of the oven hobs which is activated with a lighter found in the main hall which can then be placed into the relief mount to stop the walls from closing.

Lodging Puzzle: Each lodging room has a specific number in it that the player must find and use on a safe in a specific order in the Kid’s Bedroom to obtain the Child relief. If an incorrect combination is entered a trap door will open and drop the player into a spike pit.

Master Bedroom Puzzle: The player must find a hidden button to be able to open a secret passage into the office area from the bedroom as the office entrance from the main hall is blocked from the other side.

Office/Study Puzzle: The player must arrange some books in the correct order which is displayed on a painting in the room. This opens up a secret part of the room which contains The Mother relief when a lever is pulled. If the book order is wrong, a deadly gas is released into the room.

Living Room Event: The player finds the living room in a terrible state with most of the furniture being overturned. In the room, the player finds three different objects that alter the appearance of the room to appear progressively more blood stained and horrifying until two bodies appear in the middle of the room which causes a cinematic in which the player character remembers what happens.

Mansion Exterior | Houzz
Mansion Exterior Reference 1
Bloxburg rustic craftsman mansion exterior 25k - YouTube
Mansion Exterior Reference 2

The above images are references for the front of my mansion which the player will see at the beginning of the game and which will be used to draw the player in.