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Hidden Game Mechanics

Level Design Details

OVERVIEW
Intention
Level 1 

The intention for these levels was to create a space where the following HGMs can be tested. Therefore, the spaces and AI needed to be placed in a way that HGM can be triggered naturally.

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The Hidden Game Mechanics to be tested in level 1 were:

  • Health bar manipulation technique – The last 30% of the player is worth more hit points than the rest. This makes the player think they have less health than they do, increasing the pressure and fun.

  • Invulnerability – when the player takes the last point of damage they turn invulnerable for 5 seconds. This allows the player to bounce back in close fights

  • Last bullet damage – The last 5 bullets from the player does more damage than the rest. This gives the players a fighting chance before their bullets run out.

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To test these mechanics, I created two arenas i.e. areas where the player will have to simultaneously face enemies without getting a chance to recover health or ammos. This can be especially noted in the last area where the player must face multiple enemies based on a timer.

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This level is designed around the feeling of “accomplishment” and is designed such that the player (with the help of HGM) can defeats hordes of enemies with only their last bit of health remaining, making them feel powerful.

 

Screenshots
Level 1 

The Hidden Game Mechanics to be tested in level 2 were:

  • AI Accuracy – The first bullet from the AI always misses, this gives the players a heads up and allows the player to have a fair chance and avoids them being blind-sided by the enemy.

  • Rigging Chance system – The chance systems are rigged in a way that every third interaction will guarantee an ammo drop rather than the system being completely random.

 

To test these mechanics, I created the level through narrow corridoes where a lot of enemies were placed at blind spots and hidden sights. Further, the number of enemies in this level was significantly higher, however, since all of these were placed in these narrow corridors, aiming and sighing of enemies were easier, which lead to the player depleting their ammo quicker causing them to look for more ammo and realising a difference in the system subconsciously.

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This level is based around fairness and to emphasise unfairness, all the enemies are placed on turns and blind-sides and ammo is available at places that places the player in danger of enemy line of sight.

 

Screenshots
RESPONSIBILITIES AND ROLES
Key responsibilities 
  • Understand what the gameplay intention of each level is and design level around it.

  • Form and follow a good difficulty curve with high pressure and relaxation zones such that the player has enough time to reflect their performance, thereby allowing them to answer the survey that followed the prototype.

 

 

EXPERIENCE
Work experience
  • To properly analyse each section of the game, took inspiration from several games and their elements and tried to use these elements and level design shapes in my level.

  • After a basic block-in and level design, I made an RLD and difficulty curve projection for the levels. I started to test the levels early and did adjustments to the difficulty. Once everything was balanced, I made the level deliberately unbalanced at points, allowing places for HGM to work and shine.

  • I also conducted an alpha-testing session (without a survey) to check if players realise these mechanics and made final adjusts according to feedback. 

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Learning opportunity
  • In terms of level design, this project had a lot to offer. Mainly, I leant to use different shapes and abstract shapes in the level to make it feel more organic. I tried to avoid boxy-level designs and tried to create curves and polygonal edges.

  • I tried to make floor-plans memorable and compact and alternate between large and small spaces, further I tried to add distinctive features in each level and room.

  • Further, I learnt how to emphasis on different gameplay experience at different locations of a level. For example, back-tracking is a good way to dissolve pressure as the player is asked to traverse a familiar path.

  • I used simple colours to guide the player and warn them when they might be entering a dangerous area.

Conclusion 
  • Paper Level Design

  • 3D Grey boxing and block-outs

  • Projected Difficulty curve

  • Placements and Locations

  • RLD

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