Tournamental

Skip To...
    Add a header to begin generating the table of contents

    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