Riftwalker
Riftwalker is a 3D Puzzle Platformer game made in Unity where the player has the ability to switch between two dimensions. Switching dimensions allows for certain objects to appear and disappear. Switching dimensions is essential for completing puzzles and progressing through the levels.
Project Info:
Course: Senior Game Course
School: DigiPen Institute of Technology
Team Name: Phase Shift Studios
My Roles:
Creative Director
Level Designer
Systems Designer
Level Design
As the level designer for Riftwalker, my contributions included:
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Design and creation of the tutorial, Level 1 and Level 2
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Finding and implementing material and prefab assets from the Unity Asset store
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Implementing mechanics to create puzzle encounters


Level Creation
I wanted to create levels in Riftwalker that are mix of puzzle and platforming gameplay. The platforming sections of the game allow for pacing between puzzles and give the player variety within their experience while keeping use of the same core mechanic. Each level consists of both puzzle and platforming sections. The levels become longer, more complex, and add more mechanics over time.
System Design
As the system designer for Riftwalker, my contributions included:
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Proposing the core mechanic of riftwalking
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Designing mechanics that can be used in different instances and puzzles within levels​
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Refining mechanics for better look or feel​
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Animating and triggering interactable objects
Riftwalking Core Mechanic
The core mechanic within Riftwalker is the ability to riftwalk. I wanted to create a puzzle game where objects, structures, and more can either be active or inactive depending on the "dimension" that the player is currently within. Having objects active and inactive at different times allows for the ability to create interesting and engaging puzzles and platforming challenges. To achieve this, there are two dimensions, dimension one being blue and dimension two being purple, that the player can riftwalk between. If the player is in dimension one, all purple objects will appear transparent with sfx appearing around them and can not be interacted with. The player and other objects can also pass through these transparent objects. If the player riftwalks to go to dimension two, the purple objects will return to being opaque and interactable while the blue objects will now do the reverse.


Secondary Mechanics
The secondary mechanics within Riftwalker are meant to provide additional challenges when it comes to puzzles and platforming. I wanted to design some of them to work in conjunction with the core mechanic, some that can work with or without, and some that work solely independently. Lasers are a mechanic that are used often which destroy the player if they collide with them. Some lasers can be blocked in a certain dimension while reaching further in another. The player must use riftwalking and other mechanics to maneuver around or block lasers to get past them and proceed through the level. Additional mechanics include moving platforms, keypads, speed boost pads, jump pads, and more.


Interactable Objects
I wanted Riftwalker to have two kinds of interactable objects, those that can be clicked on and those that can be manipulated. To do this, I created objects such as buttons and levers that can be clicked on to trigger an event. The button in the picture below on the left for example opens the door seen ahead. The lever in the picture on the right below allows the player to disable nearby lasers. I animated the buttons and levers to better show that they are being used by the player. There are also objects that can be picked up and placed down such as crate boxes that allow the player to gain verticality as well as provide a means to activate pressure pads without the player standing on them. Having these kinds of interactions allows the player to feel like they are doing more themselves and be able to interact with the environment rather than simply walking around through the level to complete it. Additionally I made it so the cursor in the middle of the screen changes to a hand icon when the player is within a specific range and looking at an interactable object so they know the object can be interacted with.

