MAGICIANS MANSION

“It’s a Point and/or click experience”

This is the result of a scripting assignment where I was tasked with creating "an experience". I chose to create an escape-room-style magic mansion with several puzzles for the player to solve. I decided to only use a single asset pack and build all my puzzle components with it, so the mansion would have a cohesive look. The biggest challenge I ran into was creating the journal that contained the clues for the puzzles since it was entirely widget-based and needed to dynamically add new text blocks and pages.

I LOVE TERMINALS

Player input and physically affecting the environment are two game mechanics I often enjoy including in my levels. In this project, I created an abandoned Swedish military base somewhere in the Gulf of Bothnia. The player can use several different computer terminals and fuse boxes to power and unlock things inside the facility. Each blueprint is made in such a way that they easily work together and that the fusebox and terminal both can activate pretty much any other blueprint.

In this example, I’m using one of my turret blueprints that normally act as hostile towards the player but can with the help of a terminal be controlled and used to take out enemies instead.

Right click to pan and Ctrl + Mousewheel to scroll

CREATING MY OWN MECHANICS

Level design is founded on the game’s mechanics and limitations. That’s why it’s so advantageous when I as a level designer can create these mechanics myself, although in a quite rudimentary form. In this video, I showcase a few interactive mechanics I created for a project I was working on.