The Source

INTRODUCTION
This project began with inspiration from The Last of Us. However, I wanted to take a spin on the inspiration source and make something unique.
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I chose to remove the combat option altogether and instead focused on puzzles and enemies. I wanted to work on how to introduce different elements of a game to a player. The twist I came up with was to combine the two and use the puzzles to the players' advantage, not only for traversal purposes but also as an option to defeat the enemies.
PITCH
​"Work as an Environmental Health Inspector to navigate the dark facility, solve puzzles, and contain the source before sickness drives the town mad. But beware - the poisonous water isn't the only threat lurking below."
PROJECT DETAILS
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3 weeks half-time
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Unreal Engine
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IWALS Template by Jakub W
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Assets made by me in Blender and Unreal modeling tools
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Last of Us used as inspiration
THE CONCEPT
THE IDEA STARTER
I have always had a soft spot for zombies and survival horror games. After creating a level for a school assignment that was inspired by Dying Light, I realized I wanted to immerse myself in the genre once again, this time drawing inspiration from The Last of Us. I aimed to explore its core elements and understand what makes the game so captivating and immersive


NON-COMBAT EXPERIENCE
I recognize the core elements as combat, narrative, and puzzles, which are seamlessly blended.
This led me to explore what would remain of the game if one of the elements were removed.
​I focused on puzzles and enemies, how to introduce them to the player without cutscenes and dialogue, and how to combine the two to create a unique experience.
THREE ACT STRUCTURE
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ACT I
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ACT II
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ACT III

ACT 1: THE SETUP

Player Start
Continue
THE INTRODUCTION
In the first act, I wanted the player to be introduced to all the elements of the level: puzzle, deadly water, and enemies.
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The enemies are first introduced with a dead enemy lying in the water. Next, they encounter an alive enemy trying to attack the player, but it falls into the water and dies instantly. This way, I also taught the player that the water was a threat.
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DEADLY WATER
In this act, I aimed to introduce the player to the puzzles. While I wanted to keep them simple, I also intended to familiarize the player with all the level elements.
Water, a central point of this level, plays a dual role: It is not only a puzzle feature and hazard for the player but also a protective barrier between the player and the enemies. By combining puzzles and enemies, I aimed to heighten the intensity and create a sense of threat for the player.
THE PUZZLES
I didn't want to focus on making complicated puzzles. Instead, I wanted to explore how to elaborate the intensity and difficulty with small measures.
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I started by showing the player the dangers of the water. Then, I introduced the first puzzle mechanic: turning a valve wheel that turns off the water supply pipe.
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The second mechanic I introduced was quite similar. The player had to use a lever to lower a floodgate to stop the water supply. However, this time, the puzzle came with a twist. On the other side of the water is an enemy, and the player has to lure the enemy into the water before they can stop the water supply.
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THE FINAL PUZZLE

The third puzzle combines all the features the player has encountered before: enemies, water, floodgates, and water supply pipes. The player must close two floodgates, activate the water supply pipe, and lure enemies into the water.
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In this puzzle, I also introduce a final mechanic: a pallet, which the player can use on the water as a stepping stone to cross to the other side.
This level features a water supply pipe, a floodgate, and a pallet. These simple mechanics serve as a strong foundation for puzzle design, allowing for various combinations to enhance complexity.
ENTRY OF THE FACILITY
After completing the last puzzle, the act ends with the player encountering more enemies and starting a chase.
The tension releases when the player reaches a ladder and escapes into the water pumping facility.

ACT 2: THE CONFRONTATION

Continue
Player Start

THE FACILITY
In this act, I wanted to introduce the player to multiple challenges.
The first is that the water pump won't turn off, as the wheel is jammed. However, they quickly find the solution by spotting a control room through a window.​​

Continue
Player Start
CONTROL ROOM
Finding a way across dangerous water, the player finally finds the control panel and shuts off the pump.
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At the end of the act, the last challenge reveals itself. Turning off the pump causes pressure in the pipes, violently shaking the ground. The bridge collapses as the player heads for the exit.

ACT 3: THE RESOLUTION

Player Start
Level End
THE COLLAPSE
The player falls into a rabbit hole, breaking the mental map.
Desperately looking for a new exit, the player runs for the closest door. But as they try to reach it, they encounter more enemies, and a chase starts.


THE END
The player spots a sidetunnel behind the rubble, and runs though. In the debris an opening appears.
The player has escaped, and the level ends.
THE PROCESS
1. STARTING OVER
The start of this portfolio process felt a bit daunting. It was my first time making all the decisions alone, without any guidelines.
I struggled for some time with where to begin, and once I did, I felt like my ideas lacked intent and purpose. ​​​​


Eventually, I decided to leave this first project behind and start over from scratch, this time with a new process.​​​​
Starting over is sometimes the best decision one can make as a level designer.
2. GATHERING REFERENCES
The process for this project started by searching for reference images. I initially began with four different environments, eventually limiting it to just two: sewers and a water pumping station. These environments worked best with the puzzle design I had planned.​


Both environments are also servant spaces, allowing for the creation of engaging and unconventional areas.
3. SETTING THE LIMITATIONS

Next, I established the rules for the project, opting to eliminate combat options. Instead, I added another element, making the water deadly for both enemies and the player. This would not only support the environmental storytelling but also add another feature to the puzzles.
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I wanted to keep the design simple and limited the puzzle mechanics to just three: floodgates, water supply pipes, and pallets. These mechanics, combined with the deadly water, added a unique twist to the puzzles while also preserving the essence of The Last of Us.​​
With the rules in place, I created a flowchart for the level and started to plan the three acts and game beat.
4. THE FIRST SKETCH
After the flowchart is made, the level's design starts to develop. Usually, I draw multiple spaces to connect them later. I enjoy this process in Procreate as I can move around the different areas as much as I'd like and adjust the level's flow easily.
​​I started the level with a dead body in the water, foreshadowing that the area might not be abandoned. To remind the player to avoid water, I also placed an enemy who ran into it and died instantly. The player needed to understand that the water was dangerous before reaching the first water puzzle. ​​​
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5. BLOCKOUT & ITERATION
The next step was to begin the blockout. However I struggled with getting the right level flow and giving the areas a purpouse.
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One thing I particularly struggled with was that the path from the pump to the control room felt too long. To solve that, I removed some areas i originally had planned for, and used the area below the bridge as that path instead. This also allowed for an underview of the area, and the player got to spend more time in an area I really enjoyed.
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6. WHITEBOX
After having the path set I got to iterate on the rooms more in detail. I change height differences, the size of the room and work on pathfinding with the help of pipes, light and sightlines.
Taking a level to whitebox is one of my favorite parts of creating a level. I love bringing the environment to life with simple elements to enhance the experience.​​​​​

REFLECTIONS
Overall, I am pleased with how this level turned out in such a short amount of time. I enjoyed working with the environments I created and how they complemented and enhanced the storyline I chose.
Additionally, I am particularly happy with the pacing of the level and the progression of the puzzle difficulty. The introduction to the level's features and mechanics was straightforward and exactly what I envisioned.
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While the general layout feels good, I recognize that I could have done a better job guiding the player. If the level hadn't been a linear experience, the lack of guidance would have been a bigger problem. I also would have liked to work more with breadcrumbing and apply more narrative elements to do so.
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During this project, I've learned how to better balance creativity with structure. I had many ideas I wanted to throw in, but I had to learn when to simplify or let certain things go so the level could actually function and get a good flow. Overall, this project helped me grow not just as a designer but as a problem solver. I've started thinking more critically about what I create and how people will experience it - not just how it looks but how it feels to play.​​