
Mt. Becker (Focus Mode Level)
General
This level was created to showcase a custom mechanic that I created called the "Focus Mode". This was a mechanic for the Movement Character (Ember) where interactions and connections could be seen through surfaces.
Mechanic Showcase:
Focus Wire:
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These wires can be seen through walls when the player presses 'r' using Ember. They reveal the connection between an interactable such as a lever and interaction such as a door. This mechanic helps the player find any interactions in the area that can be hidden or if they are just stuck.
Wire:

L Rotator:

Responsibility:
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Role: Level & Mechanics Designer
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Designed and prototype a custom mechanic.
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Design and create an entire level that showcases the mechanic.
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Keep or cut mechanic depending on feedback.
Reflection:
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What went right:
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Mechanic worked as intended.
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Playtesters were not lost in most parts.
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The level's theme was well received.
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What went wrong:
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More time should have been spent on balancing.
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Combat area was not finished.
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Invisible platforms confused most players.
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Invisible platform area was broken by some testers.
Focus Rotators:
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These are connectors that can be placed in the wires between the interaction and whatever activates it. They interrupt the signal between the source and interactions and must be rotated to its correct orientation for the interaction to work.
Straight Rotator:

T Rotator:

Character Ref:
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Ember: Movement Character (Yellow)
Ignis: Combat Character (Blue)
Both Characters: (Green)
Ember​

Ignis

Full Playthrough
Planning
Design Goals:
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Introduce: This level's main purpose is to showcase our custom mechanics so it should also be treated as a tutorial. This being the case, I ensured that the players are shown how to use it right away as well as showing the different uses that may be shown later on.
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Show potential: This showcase was a way to pitch possible final mechanics to both our team members, other teams, and instructors. I wanted to show how it can help the player find their way through the levels by revealing connections that can be hidden.
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Hide a little: The mechanic reveals interactions so I was able to make some of them hard to find without getting the player lost.
Design Rules:
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Interactions can be hidden every now and then.
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All areas must feel very high up.
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Have minimum and safe gameplay in areas of refuge.
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No tight areas when Combat Character is played.
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No required backtracking.
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No invisible walls with nothing.
Required Sections:
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Starting Area - The level start that introduces the mechanic and its uses.
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Platforming - Where the player can practice their mobility and be introduced to platforming mechanics.
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Puzzle - The area where both players are playedwasertbh
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Combat Arena - An open area in the mountain tops where the player was going to fight enemies. Was not complete.
My Drafts
Key:

Starting Area Outline:

Platforming Outline:

Puzzle Outline:

Combat Outline:

Walkthrough Maps
Key:

Description:
The walkthrough maps mark the main path of our two characters by using a circle with a reference number and a color. The reference number refers to the step order that the path is taken starting at one. Yellow means that the path is played using Ember (Movement Character), blue represents the same thing but for Ignis (Combat Character), and green means that the path can be taken by either character without affecting gameplay.
Final Map

Gallery
Click on the arrows to browse photos that match the reference number from the walkthrough map.

This is where the player is introduced to the focus mode mechanic.

The first part of the platforming action block.

This is the level's end where the player can collect the amulet.

This is where the player is introduced to the focus mode mechanic.
Starting Area
Description:
This is where the player spawns and where they are introduced to the mechanic. The players are taught how to toggle the focus mode and are shown different ways that it can be used. The rotators are also introduced and is required to pass to the next area. The player should be ready for any challenge after completing this part.
Introduces:
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Focus mode vision
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Focus wire
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Rotators
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Gate
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Regular Levers/Pressure Pads
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Running Wall
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Treasure
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Coins
Played Characters:
Ember​

Ignis


Gallery
Click on the arrows to browse photos that match the reference number from the walkthrough map.




Platforming
Description:
This is the platforming section that uses our basic moving/jumping obstacles with interactions that can be seen with focus mode.
Introduces:
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Falling Platforms
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Bounce Pad
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Moving Platform
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Spike Trap
Played Characters:
Ember​

Ignis


Gallery
Click on the arrows to browse photos that match the reference number from the walkthrough map.




Puzzle Area
Description:
This area has multiple puzzles that will require the player to switch between both the characters in order to complete. The interactions within the puzzles are made easier if they are seen through focus mode.
Introduces:
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Summon Pad
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Acid Pool
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Heavy Lever/Pressure Pad
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T Rotator
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Invisible Platforms
Played Characters:
Ember​

Ignis


Gallery
Click on the arrows to browse photos that match the reference number from the walkthrough map.




Combat Area
Description:
This is where the player was going to be battle using the combat character but was not finished. Past the arena is the end of the level where the player collects an amulet to win.
Introduces:
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Combat Arena
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Amulet
Played Characters:
Ember​

Ignis


Gallery
Click on the arrows to browse photos that match the reference number from the walkthrough map.



