Timeframe: November 2024 - December 2024
Team Size: 3
Position: Level Design and Narrative Design
Description: Endless Horizons is a Narrative game where you play as Commander Storm, who lands on a planet to use his talents to help the local citizens. It is a commentary on how the constant seeking of validation from others can be a prison.
Biggest Inspiration: The Beginner's Guide
Engine: Unreal Engine
Objectives
- Make a game that has a deeper meaning with narrative
- Have story-based cutscenes
- Get away from low poly assets
- Level design on a sphere
- Practice using level design to help the player orient themselves within the level
- Practice using foliage to help with player pathing
- Professionalism and Branding through Steam
Trailer
Level Version History
Version 1: Basic Planet Shape with default foliage.
Version 2: Added Skybox and All necessary lighting.
Version 3: Tree Variation so the player can orient themselves better in their mental map.
Version 4: Direct Pathing with more intentional tree placement, bushes that have collision to push the player along, and clear openings
Final Lighting Tweeks
Level Design Challenges and Ideas
Landmarking
The player might have trouble orienting themselves on the planet. To mitigate this, I have made it so that the Shark Caves change color. Once the shark in the cave has been eliminated, the cave will turn green and stay green for the rest of the game. That way, the player can tell from a distance if they are going in a direction they have already been.
Mental Mapping
The planet is divided into 3 distinct sections that make it easy for the player to orient themselves. This simplicity also makes it easy for the player to build a simple mental map. The trees are all extremely distinct from each other by their color and their shape. It was important to use different shapes as well to make it easy on people who are color blind.
The planet is divided into 3 distinct sections that make it easy for the player to orient themselves. This simplicity also makes it easy for the player to build a simple mental map. The trees are all extremely distinct from each other by their color and their shape. It was important to use different shapes as well to make it easy on people who are color blind.
Pathing and Player Flow
There are dark contrasting bushes that have collision to keep the player on a linear path. There are also massive rocks that hinder progression and keep the player from going to other sections until the player returns to the rocket. The rocks will disappear after the player hits a suitable threshold of gas containers.
There are dark contrasting bushes that have collision to keep the player on a linear path. There are also massive rocks that hinder progression and keep the player from going to other sections until the player returns to the rocket. The rocks will disappear after the player hits a suitable threshold of gas containers.
Link to Steam Page