GaGearratte's Complex : Warehouse

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    Overview

    Goal

         For this project, my goal was to bring one of my concepts to life by blending a steampunk aesthetic with solar punk influences. To fit the project scope, I focused on a small, narrative-driven section of the level.

         I treated this project as an opportunity to refine my skills in pre-production design for a third-person action-adventure game by:

    • Staying within the defined project scope
    • Exploring and implementing multiple paths and playstyles to reach the end goal
    • Guiding players through environments rich with narrative elements
    • Iterating the level based on feedback from several playtest rounds

         Initially, balancing scope and player guidance during the blockout phase was challenging. However, the project provided valuable insights, deepened my understanding of level design, and strengthened my ability to create engaging, narrative-driven gameplay experiences—skills I look forward to applying to future projects.

    Level Overview & Technique Highlights

         The player is a young inventor approaching the front gates of a meticulously maintained brick-walled estate, adorned with lush greenery and housing elegant Victorian architecture within.

        The level opens at the gates of a Gothic-Victorian estate, where ornate gardens and fountains guide the player’s focus toward Lady GaGearratte’s manor. Locked gates block direct progress, forcing a detour through a steampunk-style warehouse alive with machinery, steam hazards, and enemy patrols. By overcoming these challenges and locating the gatekeeper, players unlock access to the manor grounds, combining narrative progression with environmental gating and tension-building gameplay.     

    Environmental-Narrative Story Telling

    •  Environmental interactions: Interacting with levers and valves animates the environment, bringing the level to life while reinforcing the story.
    • Prop Guidance: Placed props in empty areas to enrich the environment, convey world details, and remind the player of their purpose within the level.
    • Environment hazards: Ambient steam and continuously operating machinery—active even without player interaction—add life and realism to the world.
    • Wall Props: Posters are used to guide the player through the environment while conveying contextual information, helping to establish mood and atmosphere.

    Framing

    • Vistas: Establishes visually engaging sightlines that direct player movement and support intuitive navigation through the environment.
    • Geometry Guidance: Blockout geometry strategically guides the player’s eye toward their intended destination.
    • Color: Applying contrasting colors creates visual cues that direct the player’s attention, reinforcing navigation and enhancing environmental readability.
    • Lighting: Strategically directing light toward points of interest, while differentiating them from their surroundings, reinforces visual hierarchy and guides the player’s attention to important elements.

    Verticality

    • Alternative Path: Offers an alternate path, giving players choice while delivering a distinct gameplay experience.
    • Different heights: Provides clear environmental overviews that guide player movement while signaling areas of interest and potential rewards.
    • Advantage Over Enemies: Provides players with visibility of enemy positions and patrol routes, supporting informed decision-making and strategic engagement within the level.
    • Stairs and Ladders: Incorporates vertical gameplay to enhance variety and strategic engagement, while familiarizing players with elevated areas that influence navigation and combat throughout The Manor.

    Walkthrough

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    17 Videos

    Beat 1: Entering GaGearatte’s Complex

    A young inventor enters the towering gates of the complex to seek information from Lady GaGearratte about a missing engineer she was last seen with.

    Process Breakdown

    Overview of Process

    Researched, Ideated & Planned Level Process

         To inform my level concept, I conducted an in-depth research process drawing from 3 games, 12 real-world references, and 6 additional media sources. This research directly shaped my beat mapping, 2D layout, and Level Design Document (LDD).

    Game Analysis: I studied The Legend of Zelda: The Wind Waker, Bioshock Infinite, and Dishonored to understand level flow, environmental storytelling, and player guidance, applying these insights to my own design.

    Real-World References: Geographical studies of Iceland, Greenland, and Britain inspired natural world-building, while architectural research from London, Portugal, Hungary, and Victorian-era warehouses influenced the design of the complex and supporting structures.

    Other Media: Steampunk aesthetics shaped Gothic architectural details, while Solarpunk concepts suggested greener, sustainable visuals. I also drew thematic and stylistic inspiration from films (Wild Wild West, Mad Max), anime (Castle in the Sky, Steamboy), and the contrasting atmospheres of Zaun and Piltover from Arcane.

         Drawing from these influences, I developed a cohesive, visually rich, and narratively engaging environment that balances world-building, player flow, and thematic consistency.

    Written Level Design Document

         I developed a comprehensive Level Design Document (LDD) to organize all project information and ensure it could be easily shared with future collaborators. The document includes:

    • Narrative and Setting
    • Level Objectives
    • Gameplay Mechanics
    • Enemy Encounters
    • Additional Context for World-Building

    Beat Sheet

         For the first time, I created a Beat Sheet outlining the player’s potential experiences, including combat, stealth, exploration, narrative elements, and puzzles.

         Initially, I organized the sequence of beats without a color-coded system. The Beat Sheet was later revised to better fit the project scope and establish a clearer “golden path” to the end objective, incorporating a color-coded key to improve readability and quickly identify key areas.

    2D Layout Process

         The initial 2D layout was intended to provide a basic understanding of beat placement and locations from the first iteration.

         While sketching quick ideas on sticky notes, I realized the level was overly complex and only completed the first section. I iterated the layout three times before it became clear, with the third iteration including a key and color legend to clarify the meaning of symbols and colors on the layout.

    Breakdown of Iterations

    Environmental & Narrative Enhancements: Iteration 6 - Current

         Enhanced the level with environmental effects and narrative elements to create a lively atmosphere, while improving player traversal and visibility to support intuitive navigation and engagement.

    Goal: 

    • Refined lighting to ensure believability and prevent players from becoming lost in dark areas.
    • Introduced particle effects, such as steam, to enhance atmosphere during cutscenes and in the boss area.
    • Distributed placeholder pickup items to encourage exploration and reward player curiosity.
    • Iteratively added and adjusted narrative elements to guide players and strengthen storytelling throughout the level.

    Implementation/execution:

    • Enhanced environment with particle effects.
    • Refined and added more lighting in underexplored areas to improve visibility and guide players.
    • Added more interactive pickup items to encourage exploration and engagement.
    • Integrated additional narrative props to reinforce storytelling and guide player progression.

    Level Immersion & Interactive Design: Iteration 5

         Enhanced the level’s immersion with basic lighting and interactive props, while context-sensitive player barks guide the player and deliver narrative cues without disrupting gameplay.

    Enemy AI is currently incomplete due to time in scripting constraints, with plans to implement a custom solution for predictable, engaging behavior.

    Goal: Integrate interactive elements to bring the level to life, using environmental cues to guide players naturally toward objectives and maintain gameplay flow.

    Implementation/execution:

    • Added interactive elements like doors and keys to support player engagement and progression.
    • Improved lighting to maintain visibility and immersion throughout the environment.
    • Tested enemy AI with the Jakub controller to enable player detection while preserving level flow (incomplete).
    • Implemented trigger-based narrative dialogues that provide context without blocking the player’s view or navigation.

    Playtest & Feedback of Iteration 5

    Self-Contained Level Design: Iteration 4

         A self-contained level designed to feel alive and functional, even without the player present.

    Goal:     Use lighting, environmental storytelling, and interactive elements to create atmosphere, guide player attention, and enhance immersion.

    Implementation/execution:

    • Iteratively adjusted lighting through playtesting main pathway to ensure proper visibility and atmospheric consistency.
    • Refined enemy pathing to support fluid player movement and maintain encounter pacing.
    • Added narrative-driven geometry to enhance world-building and storytelling.
    • Integrated cutscene placeholders to plan cinematic flow.
    • Implemented interactive elements to encourage exploration and engagement.
    • Added triggered player barks at key points to guide players and reinforce narrative context.

    Playtest & Feedback of Iteration 4

    Level Enhancement & Gameplay Integration: Iteration 3

         Enhanced geometry and narrative elements make the level feel more dynamic, providing visual guidance and context for the player. Replaced generic cubes and open doorways with purposeful design to support navigation and environmental storytelling.

    Goal:Improve objective clarity while testing enemy AI behavior to allow individual perception without unintended triggers. Integrate interactable elements and add ceilings with basic lighting to enhance spatial understanding and guide player navigation.

    Implementation/execution:

    • Replaced malfunctioning enemy AI with path-following placeholders to maintain predictable encounters.
    • Defined enemy coverage zones to guide player movement and decision-making.
    • Introduced interactive doors to support navigation and engagement.
    • Added interactive objectives to clearly communicate progression and player goals.

    Playtest & Feedback of Iteration 3

    Narrative-Driven Level Design: Iteration 2

        This narrative-driven level guides player progression while introducing varied traversal challenges, maintaining engagement and pacing throughout slower sections.

    Goal: Refine level proportions to improve spatial clarity and communicate objectives intuitively, while integrating narrative cues and character barks to guide players naturally through the environment.

    Implementation/execution:

    • Added refined blockout geometry, such as doors and shelves, to improve spatial readability and environmental comprehension.
    • Framed key areas to intuitively guide players toward objectives.
    • Implemented enemy placeholders with Jakub W’s AI to plan encounter flow and player engagement.

    Playtest & Feedback of Iteration 2

    3D Blockout Development: Iteration 1

      I transformed the 2D layout into a simple 3D blockout of the warehouse to test traversal, floor levels, and spatial boundaries. This helped me visualize the level in three dimensions, evaluate scale and player flow using the Jakub W controller, and confirm that the design stayed within the intended scope.

    Goal: To guide the player from GaGearratte’s gates through the warehouse to The Manor, establishing clear flow, pacing, and spatial readability.

    Implementation/execution:

    • Constructed a basic geometric blockout of the level, closely following the second iteration of the 2D map layout.
    • Defined and structured the primary gameplay areas of the level.
    • Attempted to outline a clear gameplay path using geometry and spatial design to guide the player through the level.

    Playtest & Feedback: Iteration 1

    Tasks Still Needed to Implement in Level

    • Implement functional Enemy AI to enhance gameplay challenge.
    • Add NPC dialogue placeholders to convey narrative without blocking player flow.
    • Expand narrative elements throughout the level to maintain story consistency.
    • Include key drops from enemies to reward player progression.
    • Apply distinct room colors to reinforce spatial orientation and memory.
    • Use guided geometry on floors and walls to subtly direct players who may feel lost.
    • Introduce varied placeholder foliage at the level’s start to enrich visual interest.
    • Add dynamic lighting effects, including fogged areas, to enhance atmosphere.
    • Design a compelling vista at the level’s beginning to draw player attention.
    • Align lighting in the starting area with overall level aesthetic.
    • Implement stable cutscene placeholders to prevent camera issues.
    • Provide hidden rewards for players who explore thoroughly, encouraging curiosity.