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Boxy

Genre: 3D Platforming

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Platform: Unity

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Development time: 1 month with multiple projects

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Playable: Greybox

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Team Size: Solo

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Roles: Level Design​

Walkthrough Video

Boxy_Viv_01

Boxy_Viv_01

Level Snapshots

Project Insights

i. Objectives

  1. The project goal is to create one greybox level with engaged gameplay flow and a reasonable difficulty curve. 

  2. For any given mechanic(verb), teach the player about mechanics, test their comprehension, and challenge their skills.

Verbs: 

  • Walk

  • Jump

  • Movable object (throw, push, pull)

  • Moving platforms (between set locations)

  • Static hazard 

  • AI hazard

  • Checkpoint

  • Finish line

ii. My Plans

To build a dynamic experience, I craft the main path to be a linear progression with hidden paths and failure paths to keep players engaged at all times. 

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There will be three Acts of Teach, Test, and Challenge in this level with beats of every verb. Here is a general plan that I designed and followed for the next process: greyboxing in Unity (and of course, plans are always for the start, not for the finish). 

The Beat Map for Gameplay

Beats Map.jpg

Bubble Diagram for Map and Lore Design

I find it enjoyable to imagine a backstory for everything I build, even during greyboxing. In this project, the protagonist is a seasoned journalist exploring an empty city of skyscrapers.

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The Bubble Diagram serves as a guide to the general theme and flow for the next step: greyboxing.

Untitled.jpg

iii. Greyboxing: Main Route  < Golden Path >

Based on the Beat Map and Bubble map, I started doing greyboxing in Unity with basic geometries

Main Strategy for Main Route

  1. Applying different textures to distinguish architectural elements such as buildings, stairs, hazards, platforms, etc;

  2. Placing small shapes against large shapes to disrupt visual uniformity and provide player guidance;

  3. Opting for a circular route instead of a straight path for linear progression to conceal surprises around the corners;

Golden path.png

ii. Greyboxing: Hidden Path

Main Strategy for Hidden Path

  1. Placing unique architecture or objects to draw the player's attention away from the main path;

  2. Hiding valuable rewards discreetly to surprise and delight the player;

  3. Creating a return path to the main route eliminates the need for players to traverse the same path multiple times.

Hidden path (2).gif

iii. Greyboxing: Failure Path

Main Strategy for Failure Path

  1. Placing it immediately after a challenging area to ensure players never get stuck on a single challenge;

  2. Hiding rewards and gameplay surreptitiously to alleviate player guilt upon failure;

  3. Ensuring that the path after failure is never more challenging than the initial challenge.

Failure path (2).gif

Level Highlights 

Blood pool ship (2).gif

Blood Pool Ship
This high-risk and dynamic area tests a player's dodging ability for greater rewards

Caged enemy (2).gif

Caged Enemies
An extra room designed for action-oriented players to practice their skills

Collectable.gif

Hidden Coin
I hid surprises in corners to increase replayability.

The Boss (1).gif

The Boss Fight
This narrow door and stairs are designed to provide players with two fight options: defensive or offensive

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