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Terminal Glitch | Sukhraj Johal

Terminal Glitch

Skillfully parkour across a expansive virtually simulated world as you race against the clock to deliver vital data. 

Team: Solo Project 

Role: Game & Level Designer, Programmer, 3D Artist

Timeline: 4 Weeks

Project Goals 

  • Non-linear playspace

  • Engaging player traversal mechanics

  • Encompassing a visually and functionally polished experience

Gameplay

 

 

 

 

 

 

 

 

 

Game Design

Finding the Fun in Traversal

1. Designing a Responsive Character Controller

A core focus of the design was to provide the player a toolset of movement-related mechanics that empowers them to traverse through the environment. Some of which includes: 

  • Vaulting

  • Sliding

  • Wall Running

  • Climbing

Modular Elements

The player controller was designed to be modular so that different movement mechanics could be implemented or removed very quickly. 

Animation State Machine

A core challenge of the character controller was making the character feel fluid when transitioning from different traversal mechanics. To overcome this, I designed and implemented an animation state-machine, using blend tree to transition different animations. 

2. Designing a New Purpose for the Players Weapon

 

During early stages of the prototype, the player had to engage and kill enemy AI. This often broke the fast-paced flow of the game and caused the player to stop and carefully shoot at the enemies. Through iteration, the enemy AI was scrapped and the players weapons was used as a secondary means of traversal, such as a breaking glass, destroying objects and opening doors.

Level Design

 

Top-Down Map 

 

 

 

 

 

 

 

 

 

 

 

 

 

Level Flow/Beat Map

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Block Out Mesh

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Non-Linear Paths 

 

1. Providing Options: parts of the level allow the user to perform different traversal actions to get to the same destination. 

2. Shortcuts: areas with risk-reward challenges for players who want to aim for the best time. 

 

 

Path 1                                                                                                                  Path 2

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Subtle Bread-Crumbing

 

1. Lighting
 

Brightly lit areas act as invisible waypoints which are used to draw the players attention. 

 

 

Before                                                                                                                          After

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

2. Leading Lines
 
Environmental props and objects such as pipes were used to used guide the players eyes to points of interest. This also allowed them to get a clear direction on where to go.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Environment Design
 
 

1/1
Top Down Map - General.png
Top Down Map - Flow.png
Block Mesh Screenshot.png

Modular Environmental Props

UI/UX Design

Eliminating Change Blindness

 

During playtesting, it was evident that the player didn't realize that they were almost out of time. To counteract this problem, the colour and scale of the timer interface were animated in order to alert the player's attention

                                                                          Normal State                                                            Alerted State 

 
UI Motion Design 

Outcomes

What did I learn?

  • Developing a responsive FPS parkour character controller, using animation states/blend trees

  • Crafting flow within the level using level design principles such as lighting, leading lines, etc

  • Playtesting/tuning level metrics, and creating a beat map to create a sense of progression

  • Applying UX principles to enhance the overall experience of the player

© Sukhraj Johal 2019