The Level Design aspect of the Art/Design Team entails the creation of a map, level or puzzle from an initial idea to a fully developed and playable area to be implemented into the game.
The initial stages of creating a level and/or puzzle can be as simple or as complicated as you see fit. All of our levels start off from a simple idea or sketch which then becomes an empty room with the necessary puzzle elements.
Dev/Gray Boxed chamber
After leaving the Dev/Gray stage the level are given a rough texture pass and more puzzle assets are added like Box Droppers, Antline, Buttons etc. At this point we ask some members on the team to play through the level and afterwards ask for feed back on what we could change to make the experience better for the end user.
Rough Pass chamber
Rough Passed chamber & Internal Playtest feedback
After we have an internal playtest with some members of the team feedback is given on how we can make the experience better for the end user which could be moving some puzzle elements to a different position or changing the height of something to accommodate to both Keyboard/Mouse and Controller users.
Feedback Stage chamber
For the final implementation there is a chance of the level being modified to fit with the surrounding chambers while keeping the original puzzle concept.
Final chamber (Cut Puzzle)
The Narthex ending was a concept that was brought about during a brainstorming session, We had a rough idea for what we wanted so we devised a guideline to follow for those who were available to make a prototype.
Narthex Cooling Cell Sketch
Narthex Playable Prototype
After gaining some feedback on the first prototype of the Narthex level we came to the conclusion that it was too small for what we had in mind.
We streamlined our original rough idea for the Narthex level so I set about expanding the size of the level and playing with the concept of moon/zero gravity to help the player launch themselves to higher platforms to activate panels.
Narthex V2 Prototype Main Platform
Narthex V2 Prototype Level
Being part of the Art/Design Team means you can experiment with gameplay ideas or mechanics to create something that could be added to expand current or future levels with their complexity or "Fun Factor"
At the time of development we had a cube called the "Lunch Cube" which when activated did nothing so it was the perfect dev entity to use for prototyping new game mechanics.
Map logic prototype Inversion Cube
Once the Inversion Cube idea was shown off with an accompanying test map it was approved to be added into the roster of gameplay cubes. I based the iconography of the Inversion Cube off the invert icon as it describes the ability of the cube.
Activated/Deactivated Inversion cubes
The Inversion Cube blends seamlessly with the rest of the cubes and their abilities and makes for a unique gameplay mechanic for simple and complex puzzles alike.
Implemented Inversion Cube
Puzzle Elements are a key part of a chamber puzzle which can have drastically different results depending on what you choose. Not all combinations will work and some Puzzle Elements could go through many alterations or could be reworked to better fit the final game either for gameplay or aesthetic reasons
I designed the Grates to be an opposite to the Fizzlers as they do not allow cubes to pass through, so unless activated the Grates don't allow the player to pass through. Players can interact with cubes and panels through the grates but an activated Vapor Cube will pass through regardless of the Grates current state.
Grate model development process
As the art style of PUNT was being revamped the Grates aesthetic did not blend with the new look of PUNT so they were redesigned by another member of the team while keeping the original functionality.
Solid Fields
The Weighted Cube was created by accident while I was attempting to create a directional Flip Cube, the concept of a cube which would defy the Flip Cube was more interesting but this cube did not make it past the prototype stage as it would be too similar to the Pause Cube.
Prototype Cube Demonstration
Throughout the development of PUNT many assets were created, But unfortunately not all of them would make it to the final release of the game and would be left on the cutting room floor for various reasons.
In the early points of the Punt storyline the player would be given a version of the Punt Gun that wouldn't allow the player to launch themselves as it was seen as a "Training Device" for players to get an understanding of how the cubes and gun work together. This version of the Punt Gun was to be thrown away in-game as you receive a new and fully functional Punt Gun.
Disabled Punt Gun Animation Reel
While we were revamping our models to better blend with our finished art style and aesthetic I decided to task myself with the Punt Gun model. This Work in Progress model sports a display screen which was intended to show the gun's cooldown timer and when the gun becomes enabled so the gun is not needed to be thrown away as it would have been deemed too out of touch for the Harmonics Facility to do.
WIP Punt Gun Revamp
The Box Droppers are the entry point in every level to obtain a cube to complete the puzzle. We wanted to make the animation more visually appealing than some static sliding doors but needless to say this design wasn't very in tune with the design aesthetic we were looking for.
WIP Box Dropper Door Revamp
WIP Box Dropper Door Revamp Ingame
Observatory Room Chair
Observatory Room Door Model (Unused Texture)
Unused Old Observatory / New Years Image Chairs
Unused Terminal Model
Unused Punt Gun Pickup Room
Unused Punt Gun Pickup Room V2
Unused Punt Gun Pickup Room V3
Unused Chamber
Unused Room Based off the Dalek Control Room from Daleks – Invasion Earth: 2150 A.D.
New Years Chairs and Tables Models
New Years Table Model
Dev/Gray Boxed Puzzle
Unused BTS Workshop Test
Unused Coffee Machine
Unused Vending Machine
Unused Vending Machine (Glass Panel Removed)
Unused Christmas Themed Fireplace
Unused Narthex Core Model Concept
Paint Can Model
Unused 60s Style TV Model