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Art of Escape

Fast-Paced, Puzzle Platformer

Levels | Gameplay | Mechanics

Project Details

Team Size - 4

Duration - 4 months

Playtime - 5 - 10minutes

Platform - PC

Released On - Itch.io

Tools - Unreal Engine 5, Perforce, Jira, Confluence, Trello, Google Drawings, RPG Map Editor 2, Audacity

Roles - Level Designer, Gameplay Designer, Technical Designer

Summary

Over the past 4 months, I worked with a team of 3 other designers on a single capstone game project.  The goal of this project was to create a vertical slice of gameplay that would showcase to employers that I can work in a team environment.  I was responsible for levels 4 & 5. 

Levels

Anchor 1

Wallride Protocol

Level Details

Level 4 focuses on introducing the player to the wall run paint.

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This level teaches the player how to use the wall run paint, before giving them the access to shoot it freely.

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In order to upgrade their weapon with the wall run paint, the player must tackle the wall run challenges presented to them. 

IPM Chart
Screenshot 2024-09-30 230626_edited.jpg
Mechanics Planning
  • Introducing Wall-Running Paint: This level introduces the wall-running paint mechanic. To ease the player into it, I created several opportunities to use the paint before they gain the ability to unlock and shoot it themselves. The level begins by immediately requiring the player to interact with wall-running paint, emphasizing its importance from the start.

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  • Integrating Existing Mechanics: Since most core mechanics have already been introduced, I designed the level with the player's current experience in mind. I carefully considered how often each mechanic should appear and whether it should help or challenge the player. Using the IPM Chart as a guide, I ensured a balanced and engaging progression through thoughtful integration of familiar mechanics.

Level Planning
  • Level Structure and Progression: This level is designed to show the player their goal early on, creating a sense of direction and purpose. To reach that goal, the player must progress through the rest of the level, unlock the ability to shoot wall-running paint, and then return to the starting area with their newly gained ability.

  • Encouraging Paint Combinations: Building on previous levels where players began combining paint mechanics, I anticipated they might try similar strategies here. To reward that, I included a long straight path with a time boost and turrets on one side—offering a high-risk, high-reward shortcut. For players who aren't yet confident with combining mechanics, I also provided a safer, slower route along a catwalk above the turrets’ vision.

Bubble Chart & Top Down Map
Level Flow
Easy Path

The easy path is meant for players who want to avoid the turrets in the level while still being able to progress and complete the level.

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Because this is the easier path of the two paths in this level, it does come at the cost of more time.

Hard Path

The hard path is meant for players who don't mind interacting with the turrets. 

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Players need to use multiple mechanics combined in order to make the most of this path.

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Because this path is higher risk, it is shorter and faster in comparison to the easier path.

Slime Overflow

Anchor 2
Level Details

Level 5 focuses on using all the paints at the players disposal to traverse and complete the level

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More hazards are in this level than previous levels enticing player movement accuracy.

IPM Chart
Screenshot 2024-09-30 230626_edited.jpg
Mechanics Planning
  • Challenging the Player with Familiar Mechanics: Since all core mechanics have been introduced by this point, the goal of this level is to use them in ways that still feel fresh and challenging. To do this, I created jumps that combine multiple mechanics and require more precise timing and movement. This includes tighter platforms, strategically placed slime traps, and turrets to increase the difficulty.

  • Expanding Wall Run Paint Usage: I also wanted to give players a chance to practice and expand their use of the wall run paint. Early in the level, I introduced the ability to jump from one wall run surface to another. By introducing this mechanic upfront, players can become familiar with it and feel encouraged to use it more creatively later in the level.

Level Planning

Introducing Verticality and Player Choice: To increase the challenge and add variety, I introduced more verticality in this level. I wanted to give players a choice between two distinct paths: a harder, more rewarding route or an easier, less rewarding one. This encourages players to either apply their new knowledge of the wall run paint or push themselves further by combining multiple paint mechanics to gain a time boost.

Bubble Chart & Top Down Map
Level Flow
Easy Path

The easy path requires the player to do a long wall run, immediately giving them access to the next section. 
 

While the easy path is faster, it does not reward the player with a time gain.​​

Hard Path

The slow path is 2x longer than the fast path.
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This path also requires more precise jumps to get to the next section.
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A time increase reward incentivizes the player to go down this path.

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