Project Details
Project Details
Engine: Unity
Platform: PC
Roles: Lead Designer, Level Designer, Audio Designer, Narrative Designer
Development Time: 18 Weeks Total
Completion Date: 30th/Nov/2022
Overview
Gap Cross Building is a first-person 3D puzzle game where you use limited amounts of blocks to build your way across deadly gaps. Trapped within an industrial laboratory, your goal is simple: cross all of the gaps, and you can leave. Each room within the facility has puzzles that you will need to solve using the variety of blocks provided to you, namely the Stone Block, Bridge Block, Hook & Loop Block, Laser Redirection Block, and Stair Block. During your journey, the once-simple puzzles begin to increase in complexity through the introduction of foreign elements, such as the Turrets, One-Sided and Double-Sided Targets, Locked Doors, and Block Piles, all of which encourage you to think outside the box. Accompanying you throughout your travels is your Portable Artificial Intelligence Guide, also known as PAIGe, a companion AI that is sure to keep your hopes up! But there's still so many unanswered questions. Who owns this laboratory? Why did they choose you to be their test subject? Can you escape?
Contribution to the Project
Being a Lead Designer of the project, I had a lot of responsibilities to manage.
Concepting, Designing, and Managing Six Unique Levels
Providing and Setting Up all of the Audio Assets
Creating and Sourcing Sound Effects
Composing Original Music
Co-Writing the Narrative Script
Assisting with Documentation and File Organisation
I concepted, grayboxed, and designed six total levels for Gap Cross Building. Each level is designed around a different theme or mechanic, meaning that no two levels feel or play the same. Below are the three most important levels that I designed.
A panel of images that showcase the gradual design of Level 1, starting with annotated sketches of the level and finishing with the final product.
Level 1 serves as the beginning of Gap Cross Building and introduces several key elements to the player, one of which is the Stone Block, the most basic of all usable blocks. This level was designed to allow the player to make faults without punishment due to them being presumably foreign to our game's mechanics.
Originally, this level was going to be two separate levels, however upon observing the simplicity of the original sketch for Level 1 (see image 1), I decided to combine it with the planned Level 2 (see image 2) to create what is seen in the game today.
One thing I aimed to do with all of my levels is adding a unique set piece to make them all distinct. For this level, I designed a small walkway with a network of pipes looming overhead.
A panel of images that showcase the gradual design of Level 4, starting with annotated sketches of the level and finishing with the final product.
Level 4 serves as the introduction to the fourth and most important block: the Laser Redirection Block. As this block is utilized in most puzzles, I designed this level around making sure that the player 100% understands the mechanic before moving on. This level introduces many new mechanics in such a short amount of time, however the level is designed to ease you into knowing each mechanic as to not feel jarring or overwhelming.
Originally, this level was meant to be much shorter (see image 1). Firstly, a room added beyond the concepted exit point was added to teach players about multiple Targets and Lasers. After receiving feedback of it in Alpha, it was suggested that the addition of a room before the concepted start point would help ease new players into the room's mechanics. This level uniquely did not receive a visual overhaul by the time the Beta Milestone was reached, so it resembled its Alpha iteration until Gold.
A panel of images that showcase the gradual design of Level 16, starting with annotated sketches of the level and finishing with the final product.
Level 16 serves as the second-last and most difficult level, utilizing almost every mechanic introduced throughout the game and tests your knowledge, resource management, and problem-solving skills. I designed this level with the prompt, "the Longest Level," in mind, which became the name of the level in game due to its length.
This level was designed with five distinct rooms, all of which pose different puzzles to the player. These rooms were designed as if they were standalone levels, then stitched together to create the difficult level as it is known. Earlier iterations of the level depict the fifth and final room of the level as being much shorter, so the room's length was doubled to increase the difficulty and encourage players to manage their blocks more strategically.
From the beginning of the project, it was planned that the audio work from the original demo would get an overhaul, which I was in charge of. I was tasked with sourcing and creating a plethora of Sound Effects, but also took it upon myself to compose original Music for our game.
A reel of the best Sound Effects that I created for Gap Cross Building.
Most of them I sourced from Soundsnap, however I also create and record my own sounds. I primarily use Audacity for editing any audio files that I work with and know my way around both new and old iterations of the program.
The two renditions of music that I made for Gap Cross Building.
All of my music is created in LMMS, an open source digital audio workstation that allows music production by arranging samples, applying effects, and many more features. I wrote the theme over two days using sampled instruments from SGM v2.01, a royalty-free soundfont that I regularly use.
I have included timestamps in the video which indicate what theme begins playing at which time.
Thank You for Reading!
If you are interested, feel free to download the game or get in touch with me.