Paint Over War is a story driven 3D puzzle game in which you play as a time traveling engineer in an old military base. It was created after our school trip to Berlin and was based off the 'Teufelsberg', which is a ruined military location that has been turned into a street art gallery. I was responsible for the level design and for writing the narrative.
This was the first narrative I've ever written for a video game and I learned quite a lot. After we decided what the core of the narrative would be, I started with writing a preliminary script with all the dialogue and events the player would experience in chronological order, since the game was going to very linear in structure.
I intended it to be a draft that would definitely changed later on, but at the end of the project we were running low on time and I didn't have time to iterate on it as I was also responsible for the level design.
The script was still useful, because it was easy for the rest of the team to reference it while implementing the dialogue system and for making the models and art. So I'm still proud of the narrative, but I regret not finding the time to run tests and iterate on it. I definitely desire to practice more with narrative and dialogue in video games
I was also responsible for the level/puzzle design of this game. The main mechanic allows the player to switch between two versions (time periods) of the same military base. They're able to bring objects (like ladders) from one version to the other, in order to get to previously inaccessible places.
I started by making the lay-out of the entire base itself in Unity and decided to where to put the puzzles based on the lay-out as I was making it. This was kind of a puzzle by itself, but it allowed me to use the situations I created as a start-off point for creating the puzzles. While making the first puzzle, the shape of the room and the location of the objective created the context for which to create the puzzle.
I decided to first sketch the idea top-down in a drawing program, since that allowed me to quickly see the two versions together to make sure I didn't miss anything. Afterwards I made the level using pro-builder in unity. After play-testing the level we only ended up changing a few minor things.