REBOUNDED
Built in the Source Hammer Editor
Solo Project
My Roles: Puzzle Design, Level Design, Environment Art
Design Intent
Rebounded is a one chamber puzzle designed for Portal 2. The puzzle is designed like a Valve level, akin to levels you’d find later in the main game.
Rebounded is a level set in an abandoned wing of Aperture Science, thematically the players find themselves in multiple “unfinished test chambers” and must combine them in order to escape. The level has a focus on blue gel (bounce), orange gel (speed), and a tractor beam.
This project was a solo project, I designed the puzzle as well as created the environment art.
Scroll down for Screenshots & Process
Design Pillars that Guided My Approach
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Recycle Mechanics
Use a limited amount of puzzle elements to not overwhelm the player, but reuse them in unique ways to create challenge.
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Combine Elements
As this is a high difficulty level meant to challenge the player, I wanted to have elements interact with each other in ways that require more complex thinking.
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A-ha Moment!
A moment in the level that strikes that "a-ha" feeling. I wanted there to be one specific moment in the level where this happens which would make the player feel smart.
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Wow Factor
Given the mechanics I decided to design with (gels and tractor beams) their metrics lend to more open spaces. I wanted to give the player a grandiose space to leave a strong and lasting impression on them.
Process
Preplanning Stage
The idea for this level is to exit the level by funnel by jumping into it with a combination of blue and orange gel. The dilemma players will face is how to do that with the fizzler blocking the way of the funnel. I wanted the main “a-ha!” moment or eureka moment to be using the blue gel to bounce through the portal needed for the funnel, then shooting the other portal to the funnel, allowing players to jump into it with the gels from the other side of the fizzler.
“A-ha!” moments are crucial to any good puzzle, as those are the most satisfying moments a player can have during a puzzle.
To get this idea more fleshed out I went to sketch out the level, however instead of traditionally using a pen and paper, this time I used the in-game level editor to quickly get the idea jotted down. I than used that as reference when building it in the game engine tools, Hammer.
Instead of a traditional sketch with pen and paper, I took to the in-game level editor to quickly place down my thoughts. Although the in-game editor is restrictive, it allowed me to get a general sense of how the puzzle will flow very quickly. Using this allowed for quick iteration on ideas that would’ve taken longer to make in the engine editor. On top of that, the in-game editor provided a tangible and more understandable sketch than a pen and paper sketch would have.
Once I was complete the 3D sketch, I used this as reference while building the level in the engine level editor for Source, Hammer.
Moving to the engine editor (Hammer)
Placement of Integral Level Elements & Simplifying the Puzzle
In original versions of the level, the button to reverse the polarity of the funnel and the button to activate the blue gel were apart from each other. This caused a lot of unneeded confusion amongst playtesters. These important pieces that require both to be active at the same time and also deactivate one at the right moment simply caused unnecessary complexity to the level that made it frustrating rather than fun. Players could also not see the other button when standing on the opposing one, so in most players minds they had no correlation to each other.
To fix this issue, the buttons were put next to each other, signifying to players that both interact with each other in some way. This immediately made player experience more gratifying and satisfying. Placement of integral elements in the level is crucial to how players approach and combine these mechanics, and finetuning that is a large part of a successful level.
First impressions players have on the level & Guiding players through the level
Thematically, the level is meant to have this grand and large atmosphere to fit the gameplay of jumping around large areas. Introducing a grand space like this is important, first impressions leave a lot on players. Not only can a strong introduction to a large level leave player with a feeling of awe, but can also lead players gameplay wise.
Thematically, introducing the large space with the music leaves a lasting and memorable experience for the player.
Gameplay wise, players will notice two things primarily. First, the orange gel area. The flow of visual elements and use of lighting lead the players to where the first step of the puzzle is (the orange gel), players are drawn towards it. The first impression also calls out the exit area/the goal of the player. With a couple seconds players process where the first step is and what their goal is.
Guiding players through the level (cont.)
Guiding players subtly with the environment is an important way to make sure players always have some clue on what they are doing. Feeling lost in a puzzle is frustrating rather than fun, so leaving hints leading the player through a designers environment is crucial.
Leading the player’s eyes through the level is also critical to player flow. Lighting and the environment points player’s eyes to key locations of the level
Dynamic Music
Dynamic music is featured in the level that subtly tells players they are doing the right thing. Each individual button when activated adds an additional layer to the track. When the funnel is setup correctly (it will lead towards the exit) an extra layer is also added. This tells players indirectly that they are on the right path towards the solution.
The music also helps sell the theme of an abandoned under construction site, adding to the thematic charm.
Rewarding and Protecting Trial & Error
The level features a large death pit that engulfs much of the level. To ensure death feels fair, I knew players could not be punished for trying out potential solutions they may think of in their head. Many precautions were put in place that protects the players from falling in when trying different solutions. The only way players should fall in is if they fail the execution of their solution, i.e. it is their own fault they fall in.
Learning Outcomes
Create satisfying puzzles with satisfying moments that makes the player feel smart rather than frustrated
Iterate on placement of level mechanics to make sure players understand and use them intuitively
Create extensive and large moments/environments that leave lasting impressions on players
Give players crucial details and guide them through the level with lighting and environment leading
Through sound design and music, give players satisfying & memorable moments as well as lead players through the level
Reward and protect trial & error