Developed in 1 week
Unreal Engine 5.3
Third Person Adventure
3D Platformer
Stylized Steampunk environment
Solo Project
In this project, I focused on designing a level with a highly stylized visual approach and gameplay tailored to platforming mechanics. The chosen steampunk setting and floating city add charm and help create a more engaging and immersive experience.
The design emphasizes flow, rhythm, and visual clarity.
While gathering references, I focused on finding ways to incorporate classic steampunk elements into platformer mechanics.
I also looked for visual and structural inspiration related to floating cities built on sky islands, to help shape the overall feel and layout of the level.
A major source of inspiration for me was the game Psychonauts, which I greatly admire for its unique art style, relaxed yet engaging gameplay, as well as its humor and strong narrative.
The steampunk aesthetic felt like a perfect fit for the flying city theme I was working with, so I decided to design the entire level around it.
I used great low-poly asset packs from Sketchfab, which significantly sped up the environment creation process and allowed me to focus on layout design, gameplay flow, and visual storytelling.
I planned the level around a core gameplay loop of collecting scattered gears from a large, recently malfunctioned machine that had dispersed its parts across the entire map. These gears serve as key collectibles that encourage exploration and guide the player through different areas. Each gear’s placement was carefully considered to create a natural progression, balancing challenge and reward.
Additionally, the scattered nature of the gears supports non-linear gameplay, allowing players to choose their own path while still feeling connected to the overarching objective.
Thanks to assembling a solid set of 3D assets, I was able to jump into the engine and start modeling much faster.
Having a diverse collection of thematically and stylistically consistent assets sparked new ideas and made the creative process flow more smoothly. Because of this, I spent less time searching for inspiration through sketching this time around.
Art Style
I chose a low poly art style because it perfectly complements the platformer nature of the level and the character the player controls. This minimalist yet distinct style ensures clear readability, even during fast-paced gameplay and dynamic movement, which is crucial for platformers.
I intentionally used a warm color palette throughout the level to create a cozy and inviting atmosphere. Warm hues like oranges, yellows, and soft reds help the gameplay feel friendly, approachable, and relaxed
Player Guidance
& Signposting
To guide players naturally, I used visual cues like color contrasts and unique textures to highlight paths and points of interest. I placed collectibles and interactive objects to encourage exploration without forcing a linear route. The level’s geometry subtly funnels players toward the intended paths while still allowing freedom of choice.
Level Flow and Pacing
I focused on balancing open spaces for exploration with tighter platforming challenges. I aimed to create smooth transitions between different platform types so player movement feels fluid. The pacing builds gradually, with more difficult segments balanced by moments of rest. I also used verticality to create a sense of progression and discovery throughout the level.
The level’s ending currently lacks a rewarding moment that visually acknowledges the player’s accomplishments. To give players a stronger sense of achievement—saving the city by repairing the mechanism—I would add a cutscene or visual sequence showing the machine coming back to life. This kind of feedback would create a satisfying conclusion and reinforce the impact of the player’s actions.
Currently, the narrative is quite simple. If I had more time, I would develop a deeper story thread that unfolds as the player progresses through the level. The player could gradually discover why the large mechanism broke down into scattered pieces and learn how this event affected the city’s inhabitants. Adding this kind of evolving narrative would enrich the gameplay experience and create a stronger emotional connection to the world.
If I had more time, I would have added more interactive elements like levers, buttons, trapdors, to better capture the essence of platformer.
I’d also include a wider variety of environmental puzzles with varying difficulty levels to enrich the gameplay and offer players more engaging challenges. These additions would have helped create a deeper, more dynamic platforming experience and made the level feel more rewarding overall.
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