Archeowlogist

Project Type: University group project

Teamsize: 8

Engine: Unreal Engine 5.4

Tasks: Level Design, Puzzle Design, Game Design, 3C-Design, Game/Creative Direction

Project Details

Archeowlogist is a 3D isometric puzzle platformer centered around wind mechanics, developed as my final semester project. The game offers a cozy and relaxing experience, with simple yet engaging puzzles and rewarding exploration through hidden collectibles in its soothing levels.

I was responsible for all aspects of game design. I created the original concept, led the creative direction, and designed the game’s core loop and mechanics. I also designed the character controller and designed every level and puzzle.


Work Examples

Tutorial Design

The first two levels of Archeowlogist are designed as tutorial levels. My design philosophy for tutorials is "learning by doing," to immediately engage and immerse the player in the actual gameplay. These levels teach the player the game's mechanics through skill gates—sections that require the basic application of the mechanic being taught.

To ensure the right level architecture and effective visual communication, many iterations were made and playtested until players could navigate the levels effortlessly, without external guidance.

I ensured that each skill gate introduced only one mechanic at a time to avoid overwhelming the player, and I refrained from using any new concept before it had been properly introduced.

The Level Architecture

The levels consist of 2-3 puzzles, with exploration and platforming sections between them for pacing. My goal was to give players some downtime between puzzles to relax, internalize the newly learned mechanics, and reward them with hidden collectibles.

Level 2 Architecture: Puzzles are marked in blue, and exploration passages in red.

Level 2: Downtime passage featuring a hidden collectible.

Puzzle Design

My approach to the puzzles followed a "double take" design philosophy. The level architecture and player’s assumptions are intended to mislead them into an incorrect solution. This forces players to rethink their approach and tackle the puzzle from a new perspective to find the correct solution.

The first section of Level 3 misleads players through object placement and camera perspective, making them believe that placing both boxes correctly will allow them to fly to the other side and take a box with them. However, the actual solution is to fly one box across and use the second box to jump up and reach the other side.

Clear Communication

To ensure that the levels are communicative and easy to understand, symbols and other visual cues were used. I worked closely with the environment artist to iterate on the levels and make them functional from a design perspective.

These symbols were used to indicate areas where players can use a box to jump over an obstacle and spots that can only be reached by flying with a fan.

We darkened the background and all assets that the player cannot reach, using stone assets and other elements to indicate their inaccessibility.

Documentation

The Game Design Document was written in confluence. Here you can take a look into an early draft: GDD