Overview

During the summer of 2023, my colleague and I undertook a small indie game project, made possible through the Sammes Stiftelse scholarship. Our aim was to create a 15-minute demo, hand crafted from scratch into a polished product. Throughout this endeavor, while I contributed to various aspects of the project, my primary area of expertise and responsibility lay in the domain of Level Design and Technical Design.

Overview

During the summer of 2023, my colleague and I undertook a small indie game project, made possible through the Sammes Stiftelse scholarship. Our aim was to create a 15-minute demo, hand crafted from scratch into a polished product. Throughout this endeavor, while I contributed to various aspects of the project, my primary area of expertise and responsibility lay in the domain of Level Design.

Unreal Engine 5

Unreal Engine 5

Unreal Engine 5

Level & Technical Design

Level & Technical Design

2

2

2,5 months

2,5 months

Game premise

Game premise

"Paper Prototype" is a split-screen co-op adventure game set in a whimsical world crafted from paper and cardboard. In this game, players step into the shoes of two paper astronauts, embarking on a mission to guide them back home. Along the way, they'll tackle puzzles, traverse platforms, and confront formidable bosses to complete their journey.


"Paper Prototype" is a split-screen co-op adventure game set in a whimsical world crafted from paper and cardboard. In this game, players step into the shoes of two paper astronauts, embarking on a mission to guide them back home. Along the way, they'll tackle puzzles, traverse platforms, and confront formidable bosses to complete their journey.


LEVEL DESIGN

LEVEL DESIGN

References

References

References

From the beginning, I had a clear vision for the game's look and feel. I wanted to blend the charm of paper-based art with a diverse range of pop culture influences. This combination served as the cornerstone for creating a game world made entirely out of paper and cardboard.

From the beginning, I had a clear vision for the game's look and feel. I wanted to blend the charm of paper-based art with a diverse range of pop culture influences. This combination served as the cornerstone for creating a game world made entirely out of paper and cardboard.

Level Layout

Level Layout

I intentionally crafted a linear level design, with the primary goal of guiding both players through the experience while minimizing any potential separation between them. I wanted to create a strong sense of collaboration and teamwork as players progress together.

I intentionally crafted a linear level design, with the primary goal of guiding both players through the experience while minimizing any potential separation between them. I wanted to create a strong sense of collaboration and teamwork as players progress together.

Onboarding

Onboarding

Onboarding

My objective and challenge was to make the tutorial integrate seamlessly with the gameplay, so that the players would naturally become acquainted with the game mechanics by the time they completed the level.

My objective and challenge was to make the tutorial integrate seamlessly with the gameplay, so that the players would naturally become acquainted with the game mechanics by the time they completed the level.

Tutorial UI

Tutorial UI

To maintain an immersive experience, I employed minimalistic UI prompts sparingly, allowing players to explore and learn through trial and error during the tutorial.

To maintain an immersive experience, I employed minimalistic UI prompts sparingly, allowing players to explore and learn through trial and error during the tutorial.

To maintain an immersive experience, I employed minimalistic UI prompts sparingly, allowing players to explore and learn through trial and error during the tutorial.

Colors

Colors

Using colors and textures to help guide players along the intended path, offering a visually intuitive way to navigate and progress through the game.

Using colors and textures to help guide players along the intended path, offering a visually intuitive way to navigate and progress through the game.

Using colors and textures to help guide players along the intended path, offering a visually intuitive way to navigate and progress through the game.

Doors

Doors

Implementing doors strategically between sections to prevent one player from advancing too far ahead of the other. This ensures that both players can progress together and have a balanced experience.

Implementing doors strategically between sections to prevent one player from advancing too far ahead of the other. This ensures that both players can progress together and have a balanced experience.

Implementing doors strategically between sections to prevent one player from advancing too far ahead of the other. This ensures that both players can progress together and have a balanced experience.

LEVEL SCRIPTING

LEVEL SCRIPTING

Visual Scripting

Visual Scripting

I aimed to create most of the game's mechanics in a modular way to ensure

reusability across the two different levels of the game.

I aimed to create most of the game's mechanics in a modular way to ensure

reusability across the two different levels of the game.

Checkpoint system

Checkpoint system

Incorporating an easy and forgiving checkpoint system to enable players to experiment, take risks, and learn from their mistakes without becoming frustrated or fatigued.

Incorporating an easy and forgiving checkpoint system to enable players to experiment, take risks, and learn from their mistakes without becoming frustrated or fatigued.

Platforms

Platforms

As players advance, the level gradually ramps up the difficulty of platforming sections and introduces a variety of changes to keep things interesting.

As players advance, the level gradually ramps up the difficulty of platforming sections and introduces a variety of changes to keep things interesting.

Wall jump camera

Wall jump camera

My goal was to make the wall jump feel more immersive and user friendly, enabling the players to navigate the world more easily.

My goal was to make the wall jump feel more immersive and user friendly, enabling the players to navigate the world more easily.

Cinematics

Cinematics

Since the level was pretty small and compact, I decided to use short cinematics to get important info across to players in a snappy way.

Since the level was pretty small and compact, I decided to use short cinematics to get important info across to players in a snappy way.

Creating Assets & Post processing

Creating Assets & Post processing

In the final stage of production, I turned my attention to asset creation in Blender. This involved modeling, texturing, and implementing everything necessary for the demo. Since we opted to create all our assets from scratch, this process was a new and enriching experience for me. It was a valuable learning curve, and I'm pleased with the knowledge and skills I've gained.


Experimenting with the lighting in our scenes was an enjoyable challenge. This process allowed me to explore how lighting could be harnessed more effectively to convey my level designs. I am very happy with the knowledge I have acquired from an artist's perspective, which will enable me to collaborate more effectively with that department in future projects.

In the final stage of production, I turned my attention to asset creation in Blender. This involved modeling, texturing, and implementing everything necessary for the demo. Since we opted to create all our assets from scratch, this process was a new and enriching experience for me. It was a valuable learning curve, and I'm pleased with the knowledge and skills I've gained.


Experimenting with the lighting in our scenes was an enjoyable challenge. This process allowed me to explore how lighting could be harnessed more effectively to convey my level designs. I am very happy with the knowledge I have acquired from an artist's perspective, which will enable me to collaborate more effectively with that department in future projects.

Reflections

Reflections

This game project presented us with numerous challenges right from the start. It was a two-person team effort, we had a crucial deadline to meet, and it was our first experience producing something of this scale in Unreal Engine. However, it was precisely these challenges that fueled my inspiration and enthusiasm for the project.


I embarked on this venture with the right mindset, driven by the goal of surpassing my own expectations and pushing the boundaries of what I could achieve. I swiftly developed a strong familiarity with Unreal Engine 5 and embraced a "learn by doing" approach, which allowed me to rapidly evolve and adapt throughout the project.

This game project presented us with numerous challenges right from the start. It was a two-person team effort, we had a crucial deadline to meet, and it was our first experience producing something of this scale in Unreal Engine. However, it was precisely these challenges that fueled my inspiration and enthusiasm for the project.


I embarked on this venture with the right mindset, driven by the goal of surpassing my own expectations and pushing the boundaries of what I could achieve. I swiftly developed a strong familiarity with Unreal Engine 5 and embraced a "learn by doing" approach, which allowed me to rapidly evolve and adapt throughout the project.

Blockout

My objective and challenge was to make the tutorial integrate seamlessly with the gameplay, so that the players would naturally become acquainted with the game mechanics by the time they completed the level.

My objective and challenge was to make the tutorial integrate seamlessly with the gameplay, so that the players would naturally become acquainted with the game mechanics by the time they completed the level.