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LIT

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Level Summary

"LIT" is a single-player puzzle level. In this level, players must search for keys of various colors and combine them to create new keys that match the colors of specific doors they need to open. Additionally, the level contains numerous pressure switches and blocks. By moving blocks onto the pressure switches, players can unlock doors or activate platforms.

Now, solve all puzzles and pass the level!

*The initial design is made by Matt Grabowski.

  • My Role: Level Design / Blueprint / Level Art

  • Engine: Unreal 5.1

  • Platform: PC

  • Development Time: 24 hours

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Design Goals

Color Puzzle & Pressure Switch

Color Puzzle: Combine colored keys to create new ones and open matching doors.
Pressure switch Puzzle: Place blocks on pressure plates to open doors or raise platforms.

Integration of physics and puzzle mechanics

In the level, players will master the abilities of double jumping and dashing, and apply them to various puzzles, gaining a richer gaming experience.

Level Art and Lighting Design

In 3ds Max, create models for walls, floors, and other props in the scene. Use the created models to build the scene in Unreal, and complete the lighting design.

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Color Puzzle & Pressure Switch

>>  Color Puzzle  <<

  • In the level, multiple keys of different colors are scattered. Players need to find and combine two different colored keys to create a new color key. For example, a blue key and a yellow key can be combined to make a green key, which can then be used to open a green door.

  • Players need to experiment and observe to understand which two color combinations can create new colors, in order to unlock the corresponding doors and proceed.

>>  Pressure Switch <<

  • In the scene, there will be many cubes and pressure switches, and players need to find ways to obtain these cubes and place them on the pressure switches. Once a pressure switchhas a cube placed on it, it will activate a mechanism, opening a closed door or raising a platform.

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Integration of physics and puzzle mechanics

  • At the beginning of the game, players only possess the double-jump skill. However, as the game progresses, they will acquire a new physical ability: Air dash. This new ability will help players solve more puzzles.

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Level Art and Lighting Design

  • During the development process, I used 3ds Max to create walls, floors, pillars, doors (collectively referred to as Modular Kits), and five sci-fi themed prop models. Then, I used my custom Modular Kits and class-shared prop models to build the levels, and completed the lighting design.

>>  Lighting Design <<

  • When designing the lighting, I wanted to create a cyber-themed scene, so I made extensive use of blue and purple lighting, and created fluorescent materials for the BSP to make fluorescent strips, making the scene more in line with the cyberpunk theme.

>>  3ds max Modeling  <<

  • I created five sci-fi themed models in 3ds Max, as well as Modular Kits including walls, pillars, etc.

>>  BSP & Innovative ways to use props <<

  • In Unreal, I used BSP to create some prop models, and assigned them materials to make them align more closely with the cyberpunk style.

  • In terms of prop usage, I performed some innovative operations: by combining or enlarging some props, I allowed them to take on new roles.

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Iteration

The Initial Design is made by Matt Grabowski.
Our course content involves designing a level design document, then exchanging documents with other for refinement and implementation.
For the refined design, I removed some parts of the level that players actually didn't use (8c), and adjusted the positions of some press buttons to ensure a good sightline, or added obstacles between buttons and doors to prevent players from breaking the level.

 

Level Design Document Overview Map
(Initial and refined)

Level Walkthrough

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Level Design Technique

Conveyance

>>  Manka  <<

  • To guide players in solving puzzles, I drew corresponding small manka for each puzzle, and displayed them on screens on the walls of the puzzle rooms.

>>  Arrows <<

  • In the levels, I created many fluorescent arrows using BSP. These arrows not only added to the visual effects but also provided clear path guidance for the players.

>>  Sign & Color <<

  • I used symbols and colors to guide players in more intuitively understanding the relationships between pressure plates, doors, and lifting platforms.

  • I placed matching colored symbols next to the pressure plates and doors, and I coordinated the color of the pressure plate bases with the corresponding lifting platforms. This allowed players to quickly identify which pressure plate would open which door or raise which platform.

Signs near the pressure switch and the door

Pressure switch and lifting platform

>>  Leading Line <<

  • In the levels, I used leading lines to help players find the correct path, while also enhancing the visual effects of the levels.

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Postmortem

What went well?

  • The scene and lighting design received the highest score in the class.

  • My level is bug-free and ran smoothly.

What went wrong?

  • My Modular Kits were somewhat ordinary, but during the later stages of development, I was unable to remake them due to time constraints. Therefore, I had to mask the shortcomings of the Modular Kits by assigning materials to them and using BSP to add decorations.

What I learned?

  • Seemingly ordinary models can be transformed when configured with the right materials.

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