Flightless

It's a first-person sound based puzzle game demo via text visualization mechanic.

For this project, I wanted the game to solve puzzles through sensory perception, specifically focusing on using sound to solve puzzles. 




Contribution: Concept & Narrative Design, Mechanic & System Design, & Level Design

Moodboard

Combining with the game setting, the insprations I looked for are busy modern people, surrealism, childhood dream.

Sound Moodboard

Because of the sound mechanic, I also did a sound moodboard for reaching the atomsphere I want.

Game Setting

In the game, players will play as a young adult who has just entered society. The repetitive work and unchanging daily routine gradually numb her, making her almost become a robot that needs to eat and sleep. One day, she finds herself trapped in a dream that takes her back to her childhood memories: model airplane competitions, imaginative essays, and her once aspiring dream of becoming an astronaut. However, reality keeps reminding her that she needs to wake up and go to work.

In the game, the player's objective is to eventually reach the bedroom and awaken their sleeping self, bringing them back to reality.

I'm not completely satisfied with the background, so there may be some changes. The purpose behind this design is to evoke conflicting emotions within the player. While the game primarily explores dreams, it focuses more on a type of feeling: the numb, the state of unable to perceive all the beautiful things, and people’s fear of the dream. Ultimately, I want the game to convey a sense of soulless numbness in contrast to the warm emotional experiences of childhood, creating a immersive experience with enough dramatic tension. Rather than relying on a detailed story, the game aims to shape an atmosphere.

Mechanic & Level Design 

The core mechanic of this project is based on sound, and the media of the mechanic in the game is the radio. When player heard the voice in the radio, they can pick the related item of the word they heard to transform them into the game world or make them disappear in the game world.

The inspiration of this mechanic is my dream. Sometimes I can control the dream, the things that will appear, the plot of the next chapter, so I want this kind of ability can be visualized in my game.

For level design, I hope to design a proper flow for the game that player can be motivated and a state of keeping studying the mechanic.

Concept Design for Level Layout

 (2nd Draft)

Ideal Game Flow

Tutorial Game Process Draft

1st Level Game Process Draft

1st Level Puzzle Design

2nd Level Puzzle Design

Block-out Creation 

All the levels will be set on a single map, representing the protagonist's home. The player will navigate through different rooms, experiencing once again the moments from the protagonist’s childhood as an adult.

Taking into account the interconnectedness between levels, I envision the map as a cohesive whole, with different levels distributed throughout it. Additionally, the map will reflect common features found in Chinese households of my generation and social class, such as an independent workspace prepared by parents for their children and the layout of a penthouse apartment commonly found in multi-story buildings.

Block-out Layout

Ideal Gameplay Process

Block-out in unreal, blueprint ready

Tutorial Level Demonstration

1st Level Demonstration

2nd Level Demonstration

Ui Widget Layout

Ui Blueprint

Summary 

Since the primary goal of this game is to create an immersive atmosphere, followed by gameplay. In this quarter, I feel that I have deviated from my focus, which has made it challenging to create puzzles without a clear theme, and the logical and emotional aspects of the puzzle are both not well-aligned. 

Hence, for future plans, I will go back to the initial stage and consider how to truly implement the desired atmosphere into the game's levels. I will also pay more attention to the narrative elements of the game since they play a crucial role in conveying the gameplay experience.