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About

Getting the gameplay flow to a point where the player does not feel burdened by doing anything was important to me. when I went back to play similar games such as Titanfalls's 2 Gauntlet, Mirror's Edge, and Free-run from B03. I learned a lot about what I wanted from my game and what I disliked from the previous games mentioned. For example, I loved the simplicity of the level design from free-run as it did not overwhelm the player and it provided clear direction to the player of where they are supposed to go, This was something lacking from the original mirror's edge. For Titanfall's 2 gauntlet, I loved how the mechanics all played off on another smoothly and rewarded the player for using them the way the designers intended. However, I felt the gap for success inside the gauntlet was too high because of this. 

Starting room

Having the player understand how the mechanics work is important in any game. so I came up with the idea for a jungle gym spawn area. A place the player can experiment and have fun in a safe environment without any penalty. All action paths in the jungle gym represent action paths in different formats that will be present on the track. 

Geometry blocks

Different colored geometry allowed for immediate differentiation no matter what the player was doing at any given time. The player knew immediately what they had to do when action paths were presented. it also allowed for more complicated paths but left out the visual noise when blocks are clumped together.

Gameplay flow

"The player flowing like water" was something I kept referring to when designing the flow I wanted for the game. I wanted to reward the player for using the traversal mechanics presented without making it too easy for them. keeping the Geometry close enough so players can chain their actions together, alongside increasing the player speed when traversing achieved this. 

Collectibles

Collectible cubes serve many purposes. They help guide the player and reduce current time. Sticking one of these cubes on a red wall allowed me to do 3 things. Show the player were they have to go, reward the player for successfully completing a path, and challenge the player. 

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