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Lukas El-Nawab

Game Design Portfolio

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Poled Apart

Poled Apart

Genre: 3D third person, Co-op, platformer

Team Size: 5

Duration: 2 months

Poled Apart is a 3D cooperative platformer for two players. Combine your magnetic powers of attraction and repulsion to explore a mysterious world full of dangerous antimatter.

Genre: 3D third person, Co-op, platformer

Team Size: 5

Duration: 2 months

Poled Apart is a 3D cooperative platformer for two players. Combine your magnetic powers of attraction and repulsion to explore a mysterious world full of dangerous antimatter.

My responsibilties

Game Design

  • Outlining mechanics
  • Tweaking movement and magnetism
  • UI Concept
  • Feedback design
  • Playtesting
  • QA, close work with programmers
  • Developing narrative
  • Combining existing elements and functionalities in engine to create new puzzle elements

Level Design

  • Developing high level concept
  • Conceptualizing & Rational Design of challenges
  • Creating 2D layout and 3D blockout
  • Set dressing (textures) & global lighting

Project Management

  • Project Planning, mapping out dependencies
  • Creating and managing asset & feature lists
  • Prioritizing task, using MoSCoW method
  • Prepare team meetings (agendas)
  • Moderating & Taking notes while team meeting
  • Communication with externals

Core Mechanic

Both players are magnetic and can switch their polarity (charge) at any time. If both are charged the same, they will repel each other. If they are charged oppositely, they will attract each other.

(Apart from that, they can walk and jump.)

Gameplay implications

Players can use repulsion…

  • to boost each other over gaps which are too far away for a normal jump
  • to perform higher jumps
  • to accelerate when seperating

Players can use attraction…

  • to drag the other player up, e.g. out of a hole
  • to pull a jumping player to the next platform
  • to accelerate when together
  • to make one player walk at the ceilling

Tweaking & faking physics

The main goal was to create an impactful, thus strong, charge effect on the one hand. On the other hand, it should not feel  annoying to move together, being constantly influenced by each other.

These two seemingly conflicting goals required a lot of iterations, testing and as well as faking the real life physics.

The player’s gravity, mass, max Speed values and animation curves of attraction and repulsion needed all to be harmonised. Since the effect of the magnetic force depends on the distance between both players and their current movement, the process got very complicated.

Puzzle and action elements

To create more variety in gameplay challenges, the charge mechanics is used with regard to objects to create puzzle and action challenges, such as charged platforms or elevators (movable by attraction and repulsion) or dangerous charged antimatter, which the player needs to dodge (and reacts dependent of the player’s charge).

Game Design

Level Design

Project Management

Level Design

  • Developing high level concept
  • Conceptualizing & Rational Design of challenges
  • Creating 2D layout and 3D blockout
  • Set dressing (textures) & global lighting

Process

1. High concept

First Part Goal: Guarantee understanding of mechanics by magnetic elements and create incentive to cooperate by optional rewards

Second Part Goal: Higher challenges, action elements and advanced puzzles requiring good communication and cooperation

2. Outlining challenges and testing

Scetching and organising challenges
(Play)Testing all challenges and jump distances in rough "arena"

3. 2D Layout

2D scetch on paper
2D scetch highlighting pacing and progression regarding cooperation and magnetism

4. 3D Blockout

5. Texturing & global lighting

Game Design

Level Design

Project Management

Design
Design
Design

Project Management

  • Project Planning, mapping out dependencies
  • Creating and managing asset & feature lists
  • Prioritizing task, using MoSCoW method
  • Prepare team meetings (agendas)
  • Moderating & Taking notes while team meeting
  • Communication with externals
Feature list
Dependency map to facilitate project planning

Game Design

Level Design

Project Management

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