Introduction
Factory is a first-person project focused on spatial communication.
My goal is to create a level where the player can understand the level, its language, and its vocabulary cohesively.
Project Details
- Level design
- Unity
- Blockout
Preproduction
References
Researching references for the location, an old industrial factory..
Concept
Old Industrial Factory
Exploring an abandoned factory
Objective:
Reach the tower
Gameplay Affects
Mystery, exploration
Game Mechanics:
Jumping
Crouching
Opening doors
Level Breakdown
Objective introduction
Landmark -> Tower
1st Challenge
The player's first challenge
Closed door -> Find a way out
Introduction to Game Mechanics
- Crouching
- Jumping
New area
Discovery of the Machinery Room
The player realizes where they are, an abandoned factory.
Different Points of Interest
The player suspects they must head to Point of Interest 2, but
there might be something behind that door... (Point of Interest 2)
Frustration & Reward
The player attempts to reach the door, but it's closed... The player
feels frustrated, but upon turning around, they are rewarded with a
poster in the distance, impossible to miss, on their way back to the
stairs.
Environmental storytelling
The purpose of this poster is to help the player understand where they are situated. The poster gives the player the impression that they must be somewhere in the USSR, in an old factory from Stalin's era.
One can also notice that the pipes placed directly to the left while descending the stairs are meant to hide this information from the player. The player can discover it by turning around after trying to open the door or by descending the stairs directly.
The Destination
The player approaches the machines and notices a light in the distance.
The player knows they must head towards this point of interest.
Guided Trajectory
Crates are used to block the player's view of what awaits them below.
They also help the player take an optimal trajectory when descending the
stairs by directing them towards the right to have a better view of
what awaits them below.
Guided Trajectory
Crates are used to guide the player towards the metallic door. Since the
player cannot go directly to the door at the back, they are forced to
pass by this new model of door.
Door closed
The door is closed and requires a key to be opened, the player advances into the next room
Highlight
A key is placed under a lamp.
New area
The player accesses a new area.
Challenges
- This is an opportunity for the player to once again utilize the various mechanics learned before.
- It's also a chance for them to encounter new obstacles such as steam.
Environmental storytelling
The player enters a new room:
- This room serves to enrich the level's lore, as seen previously with the Stalin poster.
- Tags are present on the walls, furniture is overturned. There seems to have been an incident here.
- The furniture in the center of the room is positioned to guide the player, creating a circular path. This leads the player back to exit the room through where they entered once they have explored the room.
Final area
The player accesses a new area.
Exit this way !
The player catches sight of the exit.
Exploration
The player can choose to continue exploring the area before taking the exit.
While exploring, the player comes across another piece of lore information on the ground.
A special point of view
The player is also rewarded with this elevated point, allowing them to
have another perspective on the room they just traversed before taking
the exit.