Nim
Role: Technical Level Designer
Development Time: 4 Weeks (2019)
Tools: Unreal Engine 4
Team: 12
Contributions:
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Tutorial Level
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Opening and End Cinematic
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Initial Prototype
About
Nim is a Third-Person Puzzle Platformer with a Hook and Tethering Mechanic where the player can Tether Physics based Objects together in conjunction with a Swing Mechanic in order to traverse the environment.
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Mechanics
Hook and Swing
Swing Across gaps.
The Player can Hook and Swing across gaps
The Player can Hook and Swing across gaps
The Player can Hook and Swing across gaps
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Hook and Tether
Tether certain objects to anything in the environment.
Hook and Tether certain objects to anything in the environment.
Hook and Tether certain objects to anything in the environment.
Hook and Tether certain objects to anything in the environment.
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Slow Motion
Slow Down Time to easier Hook while flying fast
Slow Time to easier Hook to objects
Slow Time to easier Hook to objects
Slow Time to easier Hook to objects
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Tutorial Level Design
Tutorial Level
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Tutorial Play Through
Complete Play through of the Entire game available Here
Overlooks the End Goal and the way the player has to traverse to get there.
Overlooks the End Goal and the way the player has to traverse to get there.
Overlooks the End Goal and the way the player has to traverse to get there.
Overlooks the End Goal and the way the player has to traverse to get there.
(Hover Over for More)
Starting Area
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
The Vista
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Overlooks the End Goal and the way the player has to traverse to get there.
Overlooks the End Goal and the way the player has to traverse to get there.
Overlooks the End Goal and the way the player has to traverse to get there.
Overlooks the End Goal and the way the player has to traverse to get there.
(Hover Over for More)
Overlooks the End Goal and the way the player has to traverse to get there.
(Hover Over for More)
Introduction to Swing
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Introduction to Tethering
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Overlooks the End Goal and the way the player has to traverse to get there.
(Hover Over for More)
(Hover Over for More)
Introduction to Slow-Motion
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Ends with the Culmination of All Mechanics
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
(Hover Over for More)
Cinematics
The Cinematics are made in Unreal Engine 4's Sequencer.
Opening Cinematic
The Intro to the World
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
The Intro to the Character
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
The Intro to the Main Goal
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
End Cinematic
(The End Cinematic doesn't have SFX or Music yet)
Utilizing the Healing Effect to transition from Sick to Healed Tree
The Goal of the Cut Scene
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The game started as a Project where i researched about Tutorials in Video Games. ...The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
The Prototype
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The player can Hook and Tether puzzle components and NPCs together for a lot of potential Emergent Gameplay solutions to puzzles.
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The Cable itself can be interacted with to knock over Enemies or bounce on.
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Served as the foundation for the project.
Unfortunately it turned out to be too difficult to make the puzzle components fit and work art-wise so almost everything had to be cut.