Albin Pettersson

Level Designer & Game Designer

WORLD ENDER

A first person puzzle experience

Introduction

In this project I wanted to create an intense and visually focused puzzle experience set in a mystical environment where the world is reaching it's end. It's your mission to solve the trials and reach the time orb to restore the world to what it once was before it's too late. Taking inspiration from games like The Talos Principle, It takes Two and Outer Wilds

I wanted to focus on managing tension in a game without enemies and introduce the core mechanics in a natural progression. My aim was also to prototype and find fitting puzzle mechanics to support the tension that I wanted.

Breakdown

- 6 Weeks half-time

- Unreal Engine 5.6

- Self Scripted Gameplay

- Models made in Blender

- Focus on: Game Design, Tension, Worldbuilding and Puzzle mechanics

External Assets

- Mega Magic VFX from Fab

- Hand animations by Hampus Norman

    Trailer

    Overview

     1. Bridge Introduction
     2. Hand Stair
     3.  Broken Bridge
     4.  Lava Cliff Lookout
     5. The Tower Gate
     6.  Mountain Statue
     7.  Gravity Climb
     8. The elevator
     9.  Inside of Tower

    Process

    Immersive and unique mechanics

    The Fracture Rewind

    The Fracture Rewind is the main mechanic of this level. With this mechanic I wanted to heavily incorporate it into the level design, a mechanic that impacts the level design by unlocking new paths. I utilized it mainly in 3 ways. By repairing something to create a path. By destroying something to unblock a path. And by stopping the fracture at the right time to find a third path.

    This mechanic utilizes the sequencer in UE5 and allows the player to move this sequence forwards or backwards freely. For my level I also use the fracture system in UE5 and cache those fractures which I then add to my sequences.

    Creating contrast

    A key design goal was creating contrast between the puzzle mechanics. One mechanic allows the player to control the environment, destroying and repairing large structures to create a strong sense of power and agency.

    The other, the gravity pillars, deliberately flip this dynamic. Here, the player is at the mercy of the environment, forced to adapt rather than control. This contrast sets up a payoff in the finale, where both mechanics are combined after the player has had time to learn, experiment, and master each one individually.

     

    The gravity Pillars

    The gravity pillars are a more straightforward mechanic. While inside their zone, they simply shift the player’s gravity and alter the spatial perception. Another way I utilize these is by reusing environments and reveals from a new perspective

    Prototyping

    Setting the metrics

    I began prototyping the core mechanics early. Locking down metrics and interactions upfront helped me identify issues quickly and start iterating on my puzzle designs as soon as possible.

    Knowing that making the puzzles feel fun and immersive within a short timeframe would be challenging, I prioritized early playtesting and feedback, allowing me to refine the experience efficiently.

    Player Gym

    I utilize a player gym where I created quick prototypes of the main mechanics and then iterate and polish them throughout the project while I incorporate them into the actual blockout of the level.

    Deciding mechanics

    In early prototyping, the level featured three core mechanics, including a player rewind ability.

    Through playtesting, I found that introducing all three in a level focused on teaching the mechanics was overwhelming. Players lacked the time and space to properly explore and master each mechanic, which is a crucial part in good puzzle design.

    So this left me with two options:
    A) Extend the level to spread out the mechanics introductions more
    B) Cut the rewind mechanic entirely and put more focus on the other two

    Given the scope and limited production time, I went with the second option and cut the feature.

    This decision resulted in a more focused, readable, and well-paced introduction.

    Player Scripting

    I scripted the player and the animation blueprint, using animations from Hampus Norman, (who is super talented! Check out more of his work through the link!) . I worked iteratively on the player while developing the mechanics and setting the metrics to match the feel of the level I was aiming for.

     

    Gathering References

    Mood & Setting

    An important part of this level was nailing the mystical and tense environment. I wanted to focus on subverting expectations, managing the tension and immersing the player. I needed the mood and setting to support these key elements and began gathering references that felt fitting for this.

    Level Beats

    For my level beats I go into the project with a list of ideas that support my design goals. Through iteration and playtesting I change and move around these as I see needed to improve the experience. The list I create like this is then the basis I use to start my rough blockout. And after creating my first rough blockout, I can then identify problems and make changes to my level beats if needed.

    Design goals & Game Beats

    Early in the project I start by writing down my design goals and the main game beats that I want to incorporate, and try to work out a cohesion between the two, making sure that they both support each other.

    Unlike my level beats, these stay pretty unchanged throughout the project making sure I don't stray too far away from the original idea unless I have a good reason.

    Blockout

    I like to import one of my very simple top down sketches and use it as a basis to start my blockout. This helps me get the foundation for the layout going and helps with keeping me on track to get a working level up as fast as possible that is playable from start to finish in a rough state so I can start iterating.

    At the start of the project I create an asset list for what models I will be needing, then I make rough versions of the assets in Blender and then refine and update them throughout the project.

    Design Techniques

    Ki-Sho-Ten-Ketsu

    Introduction (Ki)

    I start off by introducing the time fracture mechanic to the player making it clear that they can use it to repair and unlock a new path forward. Through some framing with the bridge I also highlight landmarks and set up goals for the player moving forward.

    Development (Ten)

    I have the player develop their skills with the mechanics by introducing new ways to utilize them one step at a time. For my fracture mechanic I develop it in this order: repair -> destroy ->pause stop. Pause stop meaning finding as pecific spot in the fracture to line up in order to progress.

    Twist (Sho)

    For my twist I have the large planet that has been looming in the background explode. This creates a timer for the player and increases the tempo.

    Resolution (Ketsu)

    Finally for the resolution I have the player reach a large magic orb, enabling them to repair the giant planet that just exploded and saving themselves and the surrounding world.

    Framing landmarks & Point of interests

    I use framing and composition techniques to guide the player’s attention and highlight important elements in the environment. By using funnels, landmarks, and controlled sightlines, I lead the player naturally through the level while reinforcing key points of interest and maintaining immersion.

    Guiding the player

    Another thing I use to guide the player is these contrasting lava flowers. I use them to highlight the playable area and paths for the player and also as an affordance to suggest where the player should try and reach.

     

    Tension

    Tensiongraph

    Managing Tension

    A big challenge but also a central part I wanted to focus on in this project was managing the tension.

    Below I showcase some higher-tension moments and some lower-tension moments.

    Higher tension

    Lower tension

    A big challenge but also a central part I wanted to focus on in this project was managing the tension through the environment alone, since there are no enemies in the level. I use funnels before my big reveals and utilize various events in the environment to manage the tension. I try to keep the events that happen quite varied to keep it fresh and make sure the player still experiences tension increases further into the level as well.

     

    Walkthrough

    Full playthrough

    Itterative process

    Problems and solutions

    Pacing Issues

    Here I showcase an example of how I extended one of my areas to solve a pacing Issue. The problem with my level was that there was too much going on at the same time and with very little breathing room.

    The puzzle part with the bridge was also a bit too on the nose where you had to first repair the bridge to traverse and then almost immediately destroy it again to reach the next area.

    I extended this area for the player to also get a break from interacting with the bridge, to make it more impactful when they player then loops back around and gets to interact with it again.

    Reflections

    Overall I feel like I managed to achieve most of my design goals that I had. The only one I'm not quite happy with is the "varying tempo/intense puzzle". While I did manage to create a tempo increase at the final puzzle when the planet explodes, I think I could have experimented with this even more in the rest of the level where the tempo is overall a bit too slow.

    I would also try to make the ending more impactful and memorable gameplay-wise. In this project, due to time constraints it definitely felt a bit rushed and I think the level would benefit from having the final puzzle be grander, larger and better fitting for a finale. It didn't quite leave the impact I had hoped for with all the other parts of the level leading up to it.

    Another thing I think I could have done better is to experiment with more player agency. The system I built where the player can control the environment lends itself very well to high player agency and letting the player choose between various paths, and I think I didn't quite fully explore this area in this piece as much as I would have wanted.

    Working on this project has been very challenging but also very fun and I'm proud of what I have accomplished. However there are also some bittersweet feelings regarding things I wish I would have done differently but I believe that is also a sign in itself that I have learned and improved during this project and for that I am very happy and  thankful!

    Thanks for reading! :)

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