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Puzzle Gear

Puzzle Gear is a 3D platform puzzler family-friendly game. Inspiration for this game came from Mario Galaxy, Crash Bandicoot and Portal.

 Project Overview

Puzzle Gear was a solo project designed to enhance my knowledge and understanding of 3D games using the Unity engine. Before this project, I had used Unity but not to produce a 3D game.

Therefore for this project, I have made a prototype game. This prototype did not focus on lighting, graphics or UI /UX design. However, it would teach me skills in 3D level/puzzle design, 3rd person camera controls and 3D character movement and design.

 3D Platformer

What is a 3D platformer?

A 3D platformer is a 3D version of a 2D side-scrolling platformer. Klappenbach (2021) says platformers rely upon character controllers to run and jump onto platforms, floors, and ledges. Sinclair (2022) emphasizes this by stating that all level design and game design decisions are developed and influenced by the character controllers. Furthermore, Boulton (2018) acknowledged that the flow of player controls is the most significant pillar of these game types. Sinclair (2022) indicated that these types of games often had unique selling points based on their characters, such as spin-ball attacks from sonic or the use of Mario's hat from Super Mario Odyssey.

Therefore completing the research above showed me that the most critical part of my game needed to be the character, their controls and having fluid movement. Thus, I added an X and Y camera sensitivity slider within the character control to accommodate different play styles, allowing players to adjust the controls to their preferences. As Boulton (2018) acknowledged, player controls flow within platformers is vital. Therefore I  wanted the player playing Puzzle Gear to learn new skills through a three-step process. Firstly, the player will be introduced to a new mechanic, then increase the complexity of this mechanic to increase player skills and finally incorporate it with the previous mechanic to be used together as they progress up through the levels. This will allow the player to develop a skill set whilst quickly understanding the mechanics. Once the controls were established, as Sinclair (2022) mentioned, the rest of the world could be designed around this character and their abilities rather than the other way around.

If you would like to read more on these subjects, follow the links below.

Boulton, N. (2018) What makes a good 3d platformer?, Available at: https://www.youtube.com/watch?v=SGq5Zaygl-g (Accessed: 28.09.22)

Klappenbach, M. (2021) what is a platform game, Available at: https://www.lifewire.com/what-is-a-platform-game-812371 (Accessed: 28.09.22)

Sinclair, N. (2022) Your guide to 3D platforms game level design (How-to guide), Available at: https://careergamers.com/your-guide-to-3d-platformer-game-level-design/ (Accessed: 28.09.22)

 Game Design

Having gained the research mentioned earlier, I investigated 3D platformer-level design. For example, Jonkers (2011) talked about two types of encounters: specific items occurring once per level, whilst general items will appear more often. Due to this research, I decided that everything I added to the game needed to fit into these two categories within each level. Therefore, the first time a player encounters a pick-up (a specific item), they also gain a tutorial on what to do. However, the next time that player encounters this pick-up, it is now a general item (without a tutorial). I took this principle across my game and added tutorials to each player's first encounter.

Follow the links below if you want to read more on this subject.

Jonkers, D. (2011) How to design levels for a platformer, Available at:  http://devmag.org.za/2011/07/04/how-to-design-levels-for-a-platformer/ (Accessed: 28.09.22)


 Guiding Players

I wanted the design of Puzzle Gear to guide the players through the levels completing challenges along the way whilst having a clear point of exit.

Firstly I added exit doorways within the level. However, I felt this was not clear enough for the player and needed visual signs to enhance understanding of the route the player should take and the final exit point. Therefore I designed and created a sign (see below) that only appears after the player has completed a set amount of time within the level.

This delayed activation always gives the player time to solve the puzzle before intervening. Thus also fitting in to support Puzzle Gear as a family-friendly themed game.

 Puzzle Design

This delayed activation always gives the player time to solve the puzzle before intervening. Thus also fitting in to support Puzzle Gear as a family-friendly themed game.

 Skills Used

·       3D Level Design

·       3D Player controller  

·       Game Systems Balancing

·       UI & UX Design

·       General Programming (C#)

·       Unity

·       Project Management (Monday)

 Reflection

While producing this solo prototype game, I discovered many new skills, including 3D character controls, level and puzzle design. In addition, it supported previously learnt skills such as UI and UX design and programming.

What went well

· The overall game was completed according to my Gantt chart; however, whilst it is finished to the plan, I would have liked some additional time to polish the game to my high standards.

 

· The plan for this prototype game went well, and I quickly produced a game for testing by my peers within three weeks. The feedback from the initial testing supported my production process from the start.

. Feedback from someone within the industry felt that the tutorial process within levels was a real plus for the game and that this should be expanded across the whole game. I have taken this on board and am pleased with this part of the finished product.

What could be improved 

· Being a solo project has meant that I do not have all the skill sets required for this game project. Although I have a broad understanding of most elements, I lack lighting expertise, which took me longer to achieve the results I wanted for this game. If I am being honest, it is not the desired outcome I initially would have liked. Expertise in this area could be learnt over time or outsourced.

·  To produce this game for production, I feel that expanding the number of levels would not enhance the quality of the game. Therefore some work needs to be completed to increase mechanics and level design.

 

. Within the levels I have designed so far, I feel that the puzzles are not as complex as I would have liked; however, the puzzles could be improved for the higher levels.  

In addition, this project will allow me to take the game through a complete development cycle from pitch, prototype, production, and shipment. In conclusion, this was a successful solo project that could be improved for production.