Ascension Banner

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Ascension is a three-part puzzle built for Portal 2 utilizing lasers, tractor beams and faith plates to ascend and reach the chamberlock.

Game Design Goals Banner

Team Size:  1

Role:  Level Designer

Software Used: Portal 2 Map
                           Editor

Duration: 3 weeks

Gameplay Video Banner

Puzzle Design Banner

Game Design:

  • Created a prototype using twin-stick shooter controls to present and pitch the game idea to the team.
  • Designed and placed tools (Turrets and Jump Pads) around the level to allow players to gain an advantage over the enemies for a limited time.
  • Balanced enemy attributes (health, movement speed, damage), so combat encounters present a fair challenge for the player.
  • Designed an in-game economy in which the player earns points for each enemy killed and use those points for upgrading Turrets.

Combat:

  • Pitched and designed 3 enemy characters with unique attributes: Speedy, Grunt, and Heavy.
  • Designed Speedy character to be more difficult to spot compared to other enemies and sneak up on the player.
  • Designed Grunt character to impose a moderate threat to the player.
  • Designed Heavy character to be easily spotted and escapable from, but also to be most destructive in a tight area.
  • Placed cover objects around the level to have both wide-open and narrow spaces.
  • Scripted enemy AI to chase the player at all times around the level.
  • Designed enemy AI behavior to put constant pressure on the player and to have challenge aesthetic while maintaining fast-paced action.

Scripting:

  • Player Input (Twin-stick shooter controls for movement, rotation, aiming and firing)
  • Top-down camera
  • Enemy AI behavior
  • Custom HUD (health, points, number of waves, remaining enemies and match time)
  • Unlimited number of enemy waves
  • Scripted both the player and the enemy characters' attributes
  • The number of each type of enemies spawned at the start of every wave varies

Level Design:

  • Placed Turrets and Jump Pads around the level to add variety to the gameplay.
  • Adjusted lighting to attain final quality.
  • Placed enemy spawn points across the level.
  • Designed level layout to feature a variety of combat encounters.

Level Map: