Tournamental
- Genre: Grid Based Puzzle Adventure
- Type: Puzzle Level Design Prototype
- Engine: Unreal Engine 4
- Tools: Tournamental Template
- Iterations # 2
- Playtests # 2
- Role: Gameplay / Level Designer
Goal
My goal was to design a short, mechanic driven puzzle experience that introduced original gameplay systems and showcased their integration across a series of escalating challenges. I drew influence from classic grid-based puzzle games and focused on crafting clean, teachable mechanics that could be layered into meaningful interactions.
Throughout this project, I pushed myself to advance my systems focused level design skills. Specifically, I focused on improving in a few key areas:
- Designing original mechanics from scratch in Blueprint
- Integrating my mechanic with Mason Schmidt’s Path Changing Switches to create interconnected puzzle solutions
- Teaching gameplay through level design, not text
- Building functional levels under agile production constraints
As this was my first time leading both mechanic development and puzzle design in UE4, I used Trello to document my sprints, track bugs, and manage collaboration. The project taught me how to stay adaptive under pressure while still delivering a polished and functional prototype.
Level 1
Technique & Use-case:
Introduced core mechanic basics by focusing on simple player interaction with a single base cannon and one switch to teach foundational gameplay.
Context of use-case:
Players push a TNT block onto a switch to open a path, then use the base cannon to shoot and break a pot blocking progression, emphasizing straightforward cause and effect.
Technique Detail:
- Linear, confined space to limit player options
- One switch activating a single path change
- Single base cannon shooting mechanic introduced clearly
- Clear visual cues to guide player actions
Level 2
Technique & Use-case:
Introduced redirecting cannons and multi-step puzzles, encouraging players to plan bullet paths and chain interactions.
Context of use-case:
Players redirect bullets to break pots blocking TNT. Using the TNT on switches opens new areas, culminating in chaining multiple redirecting cannons to solve the level.
Technique Detail:
- Redirecting cannons change bullet directions
- Multi-step puzzles requiring sequential problem solving
- Clear visual feedback on pot destruction and switch activation
- Increasing spatial complexity encouraging player planning
Level 3
Technique & Use-case:
Raised difficulty with complex bullet routing and environmental hazards, requiring advanced planning and timing.
Context of use-case:
Players must fire bullets over water, navigate cannon rotations, and bounce bullets between redirecting cannons to unlock new paths and reach the level’s end.
Technique Detail:
- Use of water as an obstacle forcing creative bullet paths
- Bullets fired across unreachable terrain
- Strategic timing and rotation of cannons
- Multi-cannon bullet bouncing to solve puzzles
Redirecting Cannons
Results:
Developed a robust, interactive system forming the puzzle foundation player controlled cannons that fire and redirect bullets, destructible pots blocking paths, and bullets that move predictably to enable puzzle solutions and progression.
Goal:
Design intuitive mechanics that work together smoothly to support complex puzzle interactions and level progression.
Implementation/execution:
- Base cannons rotate opposite the player and shoot bullets forward.
- Redirecting cannons rotate 90 degrees on interaction and spawn redirected bullets.
- Pots block player paths and are destroyed by bullets, updating the grid.
- Bullets move forward, break pots, and disappear on impact. They can travel over water.
Path Changing Switches
Results:
Successfully integrated Mason Schmidt’s Path Changing Switches and destructible walls with my mechanics, creating dynamic environmental puzzles enhanced by a cohesive western theme.
Goal:
Adapt and combine existing switch and wall mechanics with my cannon system and custom art assets, ensuring smooth interaction and thematic consistency.
Implementation/execution:
- Incorporated switch tiles activated by player or movable blocks to toggle invisible walls, opening and closing paths dynamically.
- Iterated on switch logic to work seamlessly alongside bullet and cannon interactions.
- Designed a movable TNT block that triggers switches, adding strategic puzzle elements.
- Replaced original assets with simple western themed art to unify visual style.
- Tested extensively to ensure reliable behavior when combining mechanics, resolving conflicts and bugs



