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First-Person Physics Puzzler

Explore an abandoned factory and make a way forward by using limited power sources to activate derelict machinery to alter the environment.

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Project Summary

Full-course assignment for University of Central Florida Level Design

October - December 2021 | Unreal Engine 4

Team of 3 students

Florida Interactive Entertainment Academy Portfolio Assignment

February 2022 | Unreal Engine 4

Solo Continuation

Action Blocks & Whiteboxes

Initially provided with a selection of mechanic packs, the Puzzle Template stood out, with several modular components that could be combined without any real limit.


Making use of logic gates, power cables, and a few cube receptacles, I tested the limits of what could be accomplished with just the base mechanics alone, resulting in a puzzle requiring the player to follow cables and understand cause and effect to operate a 4-state machine.

 

When even this ended up being on the far side of what playtesters wanted in a single puzzle, I figured that making 3 whole levels and a 15-20 minute experience with nothing else could be an issue, so I proposed
and implemented the gravity glove mechanic.

Not wanting to force extra cognitive load on my teammates, I offered to make the middle of three levels, which would introduce the mechanic midway through. The second action block was designed as a tutorial for the gravity glove, meant both to change how the player thinks about their environment - no longer needing to platform in order to reach cubes - but also give them a reward for making it past the hardest platforming we would later design, and feel powerful.

Whiteboxing & Set Dressing

While levels 1 and 3 were dedicated to making the most of a narrower range of mechanics, would have more ground to cover to keep the player at the right level of engagement.

 

To keep things from getting overwhelming, I scaled back the complexity of each puzzle from my first action block - and added a hint for that one as well, and filled the intermittent space with puzzles that introduces each mechanic in a very straightforward manner, provides a second puzzle that puts a small twist on it, and then moves onto the next or adds a second mechanics on top.

The end result, after later expansion, managed to run the player through half a dozen mechanics in ten minutes without tripping most players up. Beyond keeping the puzzles simple and granular, keeping the level separated vertically reduces mental load on the players while still allowing the level to loop back on itself.

Having only freely-available asset packs and little experience set dressing prior, I relied upon the two setpieces I created: The first in a large space with a raised platform, and the latter in a smaller, office-like setting.

 

Reconciling the dimensions with the placement of the smaller section on the upper level, and taking inspiration from some images of real classic factories I found in my search for mood-board imagery, I decorated the upper sections as a public-facing corporate office, with the larger underground sections as derelict assembly lines.
 

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