Dreamscape
The level, Dreamscape, is inspired by old text-based adventures from Lucasarts, like The Curse of Monkey Island, with splashes of inspirations from Double Fine & Telltale games. My main design objective was to exercise both narrative and framing of where the player should be going.
Tools
Unity
Probuilder
Scripting
Roles
Level Design
Level Whitebox
Camera Framing
Dialog Implementation
Assets Used
Adventure Creator
Maximo Models + Rigs
Various Art Assets
Walkthrough
Reference / Mood Board
The main inspiration for the architecture was to go for between art deco with a dystopian sci-fi mix. For story reasons people of Earth now live underground as well. So we went with a few bullet points using the references on the right:
Visual clutter! Fill it full of bridges interconnecting buildings
Don’t be shy with pipes, wires, and hanging scraps of metal this area is considered to be a poor district
The Dreamscape is located pretty deep in the earth, the ventilation is quite hard to bring clean air to the poor. Turn on the fog machine!
Process
For this, I was breaking this level down into three parts if I wanted to create a playable prototype. I decided to do a little pre-production and team up with a writer friend of mine to see if we can get our feeling right, our Characters to be believable, and a world that we want to explore.
Phase 0:
Within this phase, my partner and I worked on: high-level story beats, player choices, and world-building. We continued this for the next sequential levels to understand what the overall story is supposed to be. This was done by a flow chart (see image right) of what we would think would be interesting to try to make the choices based on the interactions within the world.
Goal: Documentation
Narrative Beats
Characters & Dialog
Mood Board
Art Themes
Cutscenes Descriptions
Phase 1:
This stage is about making the level playable from beginning to end. This is where my partner and I tried to see if the pacing and spacing feel good?
Goal: First Playable
Whitebox Level Geometry
Work on getting it done quickly
Proper sizing is correct
C̶o̶n̶c̶e̶p̶t̶ ̶A̶r̶t̶
Player Focus = What is the player doing when going through the level?
Check Dialog
Combat? (Peaks & Lulls)
Placeholder Set Pieces
"Box Level" Dialogs
Pop-up Cutscenes
Prototyped Level Mechanics
Special level mechanics, need to test to see how it works!!
Phase 2: (Next Step)
We discussed what our next step could be and that was to get a gut-check of the most overused question of all time: Can we see the fun? In this case, “fun” is about our main goals that were listed above (our feeling, believable characters, and a world we want to explore.)
Goal: Representative Collision
Untextured Geometry
Dialog Ready for VO
Dialogs Cinematically Blocked out
S̶l̶i̶v̶e̶r̶ ̶C̶o̶m̶b̶a̶t̶s̶ ̶(̶f̶u̶l̶l̶ ̶c̶o̶v̶e̶r̶ ̶p̶l̶a̶c̶e̶m̶e̶n̶t̶)̶
B̶a̶s̶i̶c̶ ̶M̶o̶C̶a̶p̶ ̶M̶o̶v̶e̶m̶e̶n̶t̶s̶
Level Area Flow
In this scene, we open to a futuristic vehicle climbing its way into this parking space. Our protagonist is here to look for an old friend located in the streets of New Baltimore.
Level Objective
After the small cutscene, the player is funneled to an overview of the city where they are shown the objective at afar, the Dreamscape.
Also from this spot, it reveals a path to the left where the player can go. This path is built to show off more of the world and to have some room for side interactions for the protagonist's commentary, as well as, interactions with other NPCs.
Partner Interaction
As the player continues down an elevator and making a short walk around the city, they will run into their first real interaction with their partner, Tarkas.
Based on your choices, you will be able to build more into the relationship with your character. If you even play your cards right, you can get a hot dog!
Main Story
Within the Dreamscape, players can walk around to find the owner, Jimmy, sitting at the back of the club. The main purpose of any of the dialog sequences is to help build an understanding of the protagonist’s background and how they got here. This also sets up more motivation for the characters to go deeper into this story.
Chase Sequence
The level design previously is supposed to allow for less of a “time-pressure” give room for exploration (even while still very much linear).
Once the chase begins, there are shots and your partner, Tarkas, to help lead the player through these backstreets of the city to catch the assassin.
As far as the technical side of this sequence (much like the rest of the level), I set up the following triggers:
Opening & Closing doors
QTE’s
Objects falling
Ensuring dialogue and other triggers aren’t fired off twice
Ai pathing
PLayable BUild
Controls
Walk: W, A, S, D
Jump: Space
Interact: Left Mouse Button
Dialog Selection: Arrow Keys (Up,Down) + Spacebar (Selected Choice)
Exit: Esc