
Enigma
TIME TRAVEL GROUP PROJECT
This is a Group Project worked on as a game/level designer during my Masters year at University​
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Itch link: https://specsboy1999.itch.io/enigma
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The aim was to create a game with the group.
I designed two levels. one longer, focusing on a single mechanic & a shorter compact level for near the end of the game. This was while coordinating with art & tech and the other designers in the group.
I also sourced & implemented 95% of the audio for the project.
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date: Jan 2022 - current
Primary Roles: Game designer/ Level Designer/ Audio
Software used:
Unreal Engine 4
Adobe Photoshop
3ds Max
JIRA
Github ( Source Control )
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Level 1: Light level
LEVEL DESIGNED AS PART OF A LARGER PROJECT, FOCUSING ON THE LIGHT BEAM MECHANIC.
MY ROLE WAS TO DESIGN & TEST THE LEVEL WHILE COORDINATING WITH TECH & ART TO ENSURE THINGS WERE CORRECT & WORKING.
Light Level Development Showcase
THIS LEVEL WAS BUILT AROUND THE CONCEPT OF ROTATING LIGHT BEAMS & USING THEM ALONGSIDE TIME TRAVEL TO HELP NAVIGATE THROUGH THE LEVEL.









Level 2: Closer level
THIS LEVEL WAS INTENDED TO CLOSE OFF THE GAME, HAVING ANÂ ASPECTÂ EACH MECHANIC FROM THE REST OF THE GAME APPLIED THROUGH THE LEVEL.
MY FIRST LEVEL IS PLAYED (LIGHT BEAM PUZZLES), ALTHOUGH THEY RAN OUT OF TIME TO PLAY MY SECOND SHORTER LEVEL.
Key mechanics in my levels
I WAS HEAVILY INVOLVED IN THE TESTING OF THE MECHANICS & ON OCCASION, TWEAKING/FIXING SMALL BUGS WITH THE MECHANICS & IN OTHER AREAS

Time switch
THE PLAYER GOES FORWARD/BACKWARDS IN TIME

Light beam pillar
ROTATING LIGHT BEAMS HELP THE PLAYER NAVIGATE THE LEVEL, OPENING BRIDGES, DOORS ETC

Pressure plates
PLACING CERTAIN OBJECTS ON THE PRESSURE PLATES OPENS PATHS FOR THE PLAYER
As played for the first time
A FIRST TIME PLAYTHROUGH BY THE CHANNEL "BEEF GRAVY STUDIOS"
"3 SCI-FI GAMES FROM ITCH.IO"
HTTPS://WWW.YOUTUBE.COM/WATCH?V=_RAMUGDZLM8&T=82S&AB_CHANNEL=BEEFGRAVYSTUDIOS
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6:15 FOR MY LIGHT PUZZLE LEVEL ALTHOUGH HEAVILY INVOLVED IN THE TUTORIAL DESIGN.
Smaller Closer Level
LEVEL DESIGNED AS PART OF A LARGER PROJECT.
THIS LEVEL WAS DESIGNED TO BE SMALLER TO ENABLE IT TO BE COMPLETED TO REMAIN WITHIN SCOPE.
Closer Level Development Showcase
This level was designed to help finish off the game, giving the player a final location across the bridge that they had to reach.
Because of scope, the level needed to be much more compact than the other levels, thus I stuck to two very short puzzles with the goal of placing an object, retrieved from the end of each section to place on a pressure pad to complete the level.
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The level was intended to take around 2-3 minutes to complete.













