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Starship Rescue

Project Goal

Create a environment driven narrative experience.

Project Story

The primary goal is to avert catastrophe by restoring the ships navigation system to stop it from crashing. However, the way to the bridge is damaged so you must find an alternate route. The company would appreciate it if you would not let the valuable research data be lost and will provide a bonus if you can recover it.

Creation Year

2024

GENRE

Narrative Adventure

PLATFORM

PC

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Blockmesh 1

Final Level

Mechanics

Low Gravity Mechanic

Bio Sample Mechanic

Level Design Concepts

Having collectible bio samples in the level shows the level design concept of easter eggs by rewarding players for thorough exploration and attention to detail. The intention of the bio samples is to serve as optional rewards, encouraging players to stray from the main path to uncover secrets within the level.

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There is an area that is blocked off by fire that can't be accessed until the player activates the fire suppression system. This is an example of the gate level design concept where the level has a temporary barrier that restricts progression until certain conditions are met.

Teaching the player

A cutscene showing a door in another area opening effectively demonstrates the level design concept of teaching the player by providing visual cues about gameplay mechanics and environmental interactions without direct instruction. This type of cutscene informs players that doors can be opened and suggests the potential for exploration or progression in the game. By showcasing the door's opening in a different area, the game encourages players to anticipate similar mechanics in their immediate environment

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Motion

Flickering lights in a level represent the concept of motion in game design by creating a sense of dynamic movement that draws the player's attention, even if nothing in the environment is physically moving. This visual cue naturally catches the player’s eye, guiding them toward specific areas, objects, or paths without explicit indicators. The subtle change in lighting suggests activity, danger, or mystery, adding to the level’s atmosphere and encouraging exploration or caution, effectively enhancing immersion through motion.

Leading lines

A power line leading from an unpowered door to an electrical box guides the player's eye naturally, subtly directing their focus toward the box as a solution. This encourages players to explore and interact with the environment, understanding that the power line isn’t just decorative but signals an actionable connection. It reinforces the cause-and-effect relationship, showing players that activating the box will impact the door, which is fundamental to intuitive problem-solving in game design.

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Pre-Production

One concept that I have struggled with in past projects is the concept of scale. In the past, I have had issues with sizing the world appropriately to match the player character’s height and characteristics which led to levels that felt unnatural or confusing for players to logically think through and associate with. For this project, play testers had a much higher approval with the scaling of the level compared to previous projects and felt that the scale was well developed for all the sections of the level.

  1. Over the course of my projects my ability to create mechanics in a well-documented and modular manner has improved with every project that I have worked on. When working on this project I was able to create and develop my mechanics in an efficient way by creating base mechanics and implementing interfaces and components to modify them in creative ways without necessitating the creation of an entirely new blueprint. Doing it in this way significantly reduced the amount of time I needed to create my mechanics, which allowed me to improve the design of both my level and mechanics.

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This project was a significant improvement on my ability to collect and use references to use in the initial design of my level. During the creation of the level design document, I was able to collect and use a variety of reference images and layouts that I was able to use for the creation of my level from start to finish.

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