Non-Euclidean Exploration Game
Submission for the 2024 Ubisoft Gamelab Competition
Night of the Songbirds features gravity-manipulating, non-Euclidean environments.
Based on the previous game session, the goal of the game changes.
Our goal was to design a level around the mind-warping mechanics.
Players would utilize doorways and pillars which lead to new locations while also changing the rules of gravity.
It was clear that we would need unique landmarks to ground players in the world.
We considered moving environment pieces because they will grab a player's attention.
I sketched various ideas on how the level could be laid out, and how the flow of gameplay would be.
(Initially, the game was envisioned to take place inside)
After discussing, we got to work on blocking out a gym (testing area) for players to test in.
For this simple layout, we used a resting place as a way to orient players.
After testing and receiving feedback, I began blocking out the hub area of our game.
The hub was meant to introduce players to the gravity-manipulating doorways.
We planned three areas, the tutorial, the hub, and the main level.
The game focuses on cooperative play between two players. We needed a way to have them work together without getting overwhelmed.
Both players needed to pull a lever at the same time to access a new area. This was designed to funnel them into one of our Lanes.
The main level progression is divided into 3 Lanes, each offering the same level of difficulty.
We wanted to break up the gameplay into these lanes to make it less overwhelming.
What determines where players go are the Sun-Pieces. There are only two pieces and their positions change based on the previous session.
To avoid frustration, we wanted players to never have to backtrack.
As long as you kept moving forward, it would feel as though you were progressing, and eventually, you would reach the gardens.
We used one-way-valves to ensure players would return to the start. Players can move through them but can't come back.
The design is intended to nudge the player forward and prevent them from getting lost.
The unique set pieces were a crucial part of helping players navigate.
Beginning with the waterfall, we constructed numerous unique areas designed to orient the player while fitting into the game's context.
Feedback reported to us that players were lost, but having fun.
Many of them mentioned how they were not sure where they were going, but always managed to arrive at the gardens.
We decided it would be more beneficial for the hub to be merged into the main level, acting as the primary landmark for orienting the player.
This allowed for the main objective to be streamlined.
POST MORTEM
Overall, this experience has improved my Level Design skills. I've learned strategies for both optimizing flow and player navigation of levels.
Using movement, color, sound, and patterns, I have improved my ability to create recognizable areas.
I am very grateful to have had the opportunity to work on this game.