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My Role

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In Dream Watcher, I was appointed a mid-game level named The Crypt. In addition I was also commissioned the introduction level called The Main Entrance.​

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Participation in Pre-Production Documents :​

  • The Crypt (LDD)

  • Main Entrance (LDD)
  • Puzzle Solving (RGD)

  • Navigation (RGD)

  • Player motivation​
  • Flow strategy​ (Owner)

About the Game

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  • 3D Platformer (Metroidvania)

  • Pillars : Physical manipulation, exploration (platforming and puzzles) and tidiness.

  • Synopsis : The main protagonist must explore and tidy up the Library of Dreams, with the purpose of reestablishing order in the Dream Realm.

Constraints

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  • Remote production

  • Made in 14 Weeks

  • Work based on Rational Game Design documents.

  • Developed using the Unity Engine

 Level : The Crypt

(Mid-Game)

Level Art : Yaraslau Kudzelka

https://www.artstation.com/yaraslaukudzelka

Crypt
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Gameplay Video (9:27)

Personal Accomplishment

Coordinating moving platforms to open passages and create a memorable "WOW" effect for the player.

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These sequences became a standard for the whole team throughout production.

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The Process

Level Requirements

Difficulty : Moderate

Player Masters​

  • Grab and Pull mechanic

  • Kick Objects/Enemies

Teach Player​

  • Climbing mechanic

  • Strength (Ability to move stacks of cubes)

Introduce Ingredient​

  • Climbing points

Walkthrough : 6 min

Due to miscalculation in section size most levels are longer to complete than expected.

SpeedRun : 8 min

Rewards​

  • Nightmare Claws (Relic)

  • Senior librarian

  • Librarian

  • Codex (4)

  • Pages (undetermined)

Enemies

  • Fire Monkey (3)

  • Nightmare Spider

  • Enemy Respawn Point (3) 

Found in the Level

  • Platforms (Static, Movable, Moving)

  • Swing Anchors

  • Drawers

  • Movable Cubes

  • Switches

  • Lethal Zones

  • Destructible Walls & Webs

  • Candles (Inflammable)

  • Big Book Shelf

  • Small Book Shelf 

Gameplay Intents

  • Create loop in the layout connecting Section 3 to Section 1 (Exit).

  • Gating the player as he progresses into the depths of the level.

  • Linear progression. 

  • Collectibles : Used as a reward for exploration and guidance.

  • Include rewarding exploration.

  • Final challenge : Climbing back up while backtracking through Section 1 with newly found abilities (Climb and Move stacks of cubes). 

Section 1

Section 3

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Initial Layout

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Section 2

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Design Challenge â€‹: Line of sight initially 60m - Reduced to 40m.

Solution : Divide large spaces into smaller rooms interconnected by passageways.

Final Layout

Section 3

Section 1

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Section 2

Section 1

Room 1 of 4

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  1. Entrance/Exit : Line of sight with final objective (5) when entering the level.

  2. Lure/manipulate Fire Monkey to light Candle and open the passage down (3).

  3. Passage downward leading to Room 2.

  4. (Optional) Hidden collectibles. (Rewarding exploration)

  5. Switch activates Platform (1) leading out of the level. (Requires Climbing ability)

Section 2

Room 1 of 3

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  1. Entrance : Framing on Owl (Save), challenge (2) and destination (3).

  2. Platforming sequence with 2 platforms alternating between a safe zone and a lethal zone. (Skill : Timing)

  3. Switch allowing platform to move to the next section of the room (4).

  4. (Optional) Hidden Librarian attained by leap of faith down the hole.

  5. Platforming sequence with 2 platforms alternating between a safe zone and a lethal zone. Second platform is not visible from the start. (Skill : Timing/Reflex) 

  6. Platforming sequence with many very small moving platforms alternating between safe zones and lethal zones and ending with a Drawer. (Skills : Timing/Precision)

  7. Exit : Fall down hole to access Room 2 (Gating player)

Section 3

Room 1 of 3

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  1. Entrance Player line of sight towards Fire Monkey (3).

  2. Puzzle : Stack Movable Cubes and move stack along Rail to progress further (4).

  3. Fire Monkey attacks player when in proximity of puzzle.

  4. Switch : Reveal climbing anchors (5). 

  5. Climb up to Room 2.

 Level : Main Entrance

(Introduction)

Level Art : Antoine Dubois

https://www.artstation.com/adc_projectz

Main Entrance
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Short Gameplay Video (2:11)

Gameplay

Gameplay Intents

  • Emphasis : Teach core mechanics

  • Collectibles : Rewards for exploration and guidance

  • No punishing sequences

  • Linear progression

  • Rewarding exploration

  • Final challenge : Combine what was taught

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Teach Core Mechanic

(Grab and Pull)

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Player must pull Cube on rail in order to free passage. 

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*Teach screen in front of player.

The Process

Level Requirements

Difficulty : Very Easy

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Walkthrough : 2 min

Teach Player

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  • Basic movement and camera controls

  • Grab and Pull mechanic

  • Swing mechanic

Rewards :

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  • ​Codex (2)

  • Pages (undetermined)

Introduce Ingredients

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  • Movable Cube

  • Static Platforms

  • Drawers

  • Swing Anchor points

  • Movable Platforms

Initial Layout

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Section 1

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Section 2

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Section 3

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Design Challenges 

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  • Reduced to 2 sections

Due to miscalculation in section sizes, most levels needed to be shortened by one section.

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  • Line of sight initially 60m - Reduced to 40m

Solutions

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  • Incorporate what was supposed to be taught in section 3 to section 2.

  • Smaller rooms/More angles (corners)

Final Layout - Section 1

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  1. Narrative cinematic

  2. Must use core mechanic to progress - Introduce Movable Cube

  3. Practice navigation skills

  4. Introduce Static Platforms

  5. Reward exploration

  6. Exit

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Final Layout - Section 2

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  1. Introduce Drawers

  2. Introduce Swing mechanic

  3. Introduce Movable Platforms

  4. Combine what was learned to reach the exit

  5. Exit

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