DetailsProject Type: School Project Role: Level Designer, Game Designer Engine: Unreal Engine 4 Development time: 4 weeks Team: 3 Designers, 3 Artists, 3 Programmers Contributions: • Level Design (Level 2) • Game Design • Camera System • Push/Pull System • Sound Design + Implementation |
Gameplay TrailerBad Hare Day is a 2.5D, side scrolling, puzzle platformer where the player manipulate gravity on themselves, as well as other objects in the world, in order to progress. |
Design Process
Design Pillars
• Clever puzzles, easy platforming
• Non punishing
• Eerily Weird
• Clever puzzles, easy platforming
• Non punishing
• Eerily Weird
Ideation
The initial idea was to be able to freely manipulate gravity on objects. However, I found that freely manipulationg gravity made it difficult to come up with good puzzle opportunities. The solution was to instead have the player exchange gravity between objects. Doing that would add consequence to the players actions, and create more interesting puzzles. |
• Free Manipulation: Too simple, no complications
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• Exchange Gravity: Adds consequence to actions
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Paper Prototyping
To not waste time on scripting and working in engine, I built a paper prototype. This enabled us to test mechanics, see the required size ratio of game objects, deciding player jump height, and start level designing, right away. It also made the initial design process more social and inclusive, since all 3 designers could sit around a table with the paper prototype on it. |
Mechanics &
Gameplay Components
Rules
Any new mechanics that were added had to work in conjunction with
the Gravity Manipulation mechanic.
This to make the gameplay more connected
and easier to understand.
Any new mechanics that were added had to work in conjunction with
the Gravity Manipulation mechanic.
This to make the gameplay more connected
and easier to understand.
Dividing the Level
I first divided the circular world into sections, I made every puzzle self contained within a specific section. To make it clear when a puzzle was solved and when another started, I made every end of a puzzle definitive. After reaching a new puzzle, the player can't go back or progress, until the puzzle is solved. |
• Theme: Bring the box with you through the puzzle
• Goal: Break the fragile ground at the end of the puzzle |
Coherent Puzzles
When designing a puzzle, I started with deciding an end goal and a theme for the puzzle. "This is the puzzle where you have to bring a box with you through the level". This to make the puzzles more understandable, and easier to design. |
Playtesting is Key
I playtested after each iteration of the level. Since being a puzzle game, I made sure to always use new playtesters. During playtests I paid attention to areas where people had issues with solving puzzles, bugs, as well as their reactions in different situations. Then iterations were made to make puzzles clearer, fix bugs, and to invoke the desired reactions in the player. |
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