Marco Turzynski

Level Design

Momentum

Genre: First-person, Puzzle- Platformer


Platform: PC


Engine/Tools: Unity, C#


Time: 7 Weeks

Team Size: 12


Role: Level Design

"Momentum is a light puzzle-platformer, set in a strange place where the technology is run on the forces of time. To sustain it, the time has been harvested from several timelines. Due to this large harvest, the time continuum has started to fall apart.


 It is up to you to find the time vault and release time back into the world. You will face challenges as you traverse this strange world in your search for all of the locks which are keeping the vault closed. They will test your ability in timing and planning."

Responsibility


  • Level Design - 2D sketching, planned and created the layout of levels, iterated and tested the blockout of levels so that they would work within the game world.


  • Iterated, tested and implemented ways for us to guide the player.


  • Worked on puzzle and platforming events that would gradually teach the player the mechanic and functions of the game.


  • Collaboration - I worked closely with the other disciplines in creating the mood boards, design of mechanics, how we want to guide the player and the overall feel of the game.

Design Objectives

  • To create gameplay that focuses on planning and timing and rewards the player so forth.


  • Teaching the player the game by showing, not telling.


  • To create a story that hints the player of what is happening, but leaves enough room for them to interoperate it in their way.


  • To create a game that can be built and expanded further upon.

Top-down

Tutorial

Level 1

HUB

Level 2 - b

Level 2 - a

Final Level

Player Guidance

Having a brutalist style, it was important that we had clear ways of guiding the player. I tried to find ways to lead the player, by placements, angles, revealment and where/how to use the direction of lights.

HUB

hub1
hub2
hub3
hub4

First Level

Room1
room2
room3
room4

Second Level

room22
room21

Teaching the Player

We wanted to teach the player the mechanics in isolated areas, where they’d have to finish each obstacle to be able to proceed in the game.

JUMP

jump
jump2

Main Mechanic

pad1
pad2
pad3
pad4
pad5

Activators

marko.turzynski@futuregames.nu

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