SPLIT THE ROOM
Built in the Source Hammer Editor
Solo Project
My Roles: Puzzle Design, Level Design, Environment Art
Design Intent
Split the Room is a two chamber puzzle designed for Portal 2. The puzzles are designed for more experienced players, those looking for a challenge and that are more out-of-the-box than the original puzzles in the main game. These difficult puzzles however are still simple and streamlined.
Split the Room is set in overgrown Aperture with the two test chambers dilapidated with vegetation. The two test chambers are split in half with glass, and has a focus on lasers to complete the puzzles. In spirit of the split rooms, the level itself is split into two different puzzles.
This project was a solo project, I designed the puzzle as well as created the environment art.
Scroll down for Screenshots & Process
Process
Due to how the level was designed, I will be talking about the test chambers individually
Test Chamber 1
Preplanning Stage
The initial idea I had for the puzzle is to drop a cube onto a button via portal while also having a laser go through the same portal, unlocking the door. It was important to keep the puzzle streamlined and simple with no unnecessary mechanics as to not frustrate players. In order to flesh out this idea more, I sketched down an initial layout plus puzzle steps to get a solid idea before opening the editor
Every good puzzle should give players a dilemma of sorts where they try a solution but realize that it may be incorrect and try a different approach. The dilemma for this puzzle is that the important test elements are on other sides of a fizzler (evaporates test objects like cubes and erases portals). Players need to get the cube on the button while also standing on the elevator to get the laser to open the door.
A feeling I wanted players to feel is the “ah hah!” moment, or the eureka effect. That feeling is when the puzzle suddenly clicks in their head, and for this puzzle it always clicks when players realize they can drop the cube onto the button and also have the laser go through a portal, at that point players can shoot the portal on the other side of the glass to open the door via the laser catcher. That feeling always makes the player feel smart, which is the wanted feeling for any puzzle.
Iterating on the level
During playtesting, many unintended solutions began to crop up. As a designer, other solutions may appear that you completely turn a blind eye too. Many were fixed, but only the ones that felt “janky” or buggy. Some of the other solutions were left in as having multiple solutions to a puzzle isn’t necessarily a bad thing, if it feels good to the player solving it then it is okay to leave that solution in.
Guiding players through the level
It is crucial that players don’t feel lost in a puzzle, having zero clue what to do makes a puzzle frustrating rather than fun. Subtly guiding players through the environment with contextual clues makes the experience more satisfying to play. Most contextual clues were added during the detailing stage of development, such as lighting cues or different white panels indicating players to shoot there.
Some are based on placement of puzzle elements. For example the reflector cube is on the other side of the room, you can’t activate anything without the cube redirecting the laser, so it is implied to players their first step is to get the cube onto the other side of the room with the laser.
Test Chamber 2
Preplanning Stage || Scrapping and Reworking
This puzzle went through many changes based on feedback and analyzing players play. The initial puzzle was too easy, it did not fit the original intention of harder puzzles you’d find later in the main game.
This was the original sketch of the first version of this puzzle. This puzzle in practice however was too simple and didn’t fit the idea I was originally going for. After more rounds of playtesting in a playable build, I decided to scrap the original puzzle and start a new one.
Reworking the level
Using the scrapped puzzle as a base, I got a new idea which involved using a light bridge as a ceiling to stop the laser in the right spot. In order to do this I had to introduce new elements to the puzzle, it was important not to overwhelm players with elements so although new elements were added, two of the three laser catchers from the original puzzle were removed.
The reworked puzzle proved more difficult as intended and more satisfying to solve.
Designing the laser contraption
In order to achieve the design goal of having the cube get stopped by a light bridge to get the laser to its goal, I needed a map specific contraption. Doing this can be dangerous as it can confuse players since it has never been seen before. However, official Portal 2 levels have specific map contraption that I could use as reference, for example the rotating platform on the level “Speed Flings”. As long as the contraption is simple (only one step to activate) and is clear on what it does, they work well and are understood by the player.
The laser contraption featured in this level is prominent and has clear attention brought to it. It is marked indicating what it is supposed to do. Players can also easily test what the contraption does by placing a laser through it either by portal or by redirection cube. Its purpose is clear and can be understood immediately by all players.
Visual Clarity
The puzzle features two cubes that are needed to solve the puzzle. Originally to fit the overgrown theme, both were rusted. However due to confusion amongst players if they wanted to respawn a specific cube, they wouldn’t know which button to press. To help clarify which button corresponds with which cube, a rusted and clean version exist of both.
Learning Outcomes
Create satisfying puzzles with satisfying moments that makes the player feel smart rather than frustrated
Subtly guide players through environments using contextual and environmental clues
Identify problems in a design that doesn’t line up with the original intention, and rework them into a stronger final product