Stealthy Toddler

Genre
Stealth

Development Role
Game Designer

Development Time
11 Weeks

Team Size
2

Tool Size
Unreal Engine 5, Krita, Blender

Game Concept
Control a child sneaking around the house to recover his PS1 while avoiding the adults

My Contributions

Gameplay Design

System Design

Level Design

Environmental Art

Design Pillars

Comedy

Stealth

Child Perspective

Systems

To achieve the final goal the player has to avoid all adults by identifying their behavior, finding alternative routes and hiding in the shadows.

Mechanics

Walking

Climbing

Picking up objects

Using objects

My Level Design Principles

for this Game

Setting the goal early in the level

In every level the player is shown the goal as soon as they start or very soon after.

Be forgiving

This game aims to provide a casual and funny experience, thus mistakes must not have harsh punishments and a degree of mistakes must be acceptable. 

In game this was implemented by giving the player plenty of safe spaces, making the player collider smaller than the actual mesh, making the overall enemy placement not difficult and making the levels short so the player can get back to where they were in case they are caught and have to start over.

Invisible tutorial

Each level introduces one mechanic and reinforces it through its length without the use of intrusive text. The structure I used was

  1. Present the game element in a safe space

  2. Another encounter with a medium amount of challenge

  3. Give and easy encounter with an already known mechanic to remind the player of it and to give the player space to rest

  4. Hard encounter with the new mechanic

Create scenarios where your small size is an advantage

The levels have hidden alternative paths to the goal that are shorter than the explicit path.
The observant player is rewarded by gaining access to these.

Don’t overwhelm the player

Levels are presented in chunks to allow the player to process each of its elements.

Use of a common visual language

To reduce the amount of text and increase clarity the game uses the same objects and icons to indicate the same function.

For example the climbable surfaces always are the same furniture.

Level Sketches

The first step was always to sketch the level by thinking on what is its objective and what was necessary to achieve it. Each level required several iterations on the sketch until I felt it was ready.

Level 1 - Controls Tutorial

Level 2 - Static Enemies Tutorial

Level 3 - Darkness System Tutorial

Level 4 - Looping Enemies Tutorial

Level 5 - Sleeping Enemies Tutorial

Level 6 - Walking Enemies Tutorial

Level 7 - Final Level

Game Development

The whole development process of this game was recorded in the form of blog posts that can be seen here.

In these blog posts I go in more detail about the game conception, the original production plan, asset creation, mechanic and level iteration, replanning mid development and finishing the game.

Successes

  • Quick early prototyping allowed me to narrow down what I wanted the game to be, which helped with the planning process

  • Allocating time for mecha and system exploration gave me the space to add aspects missing from the original concept and remove elements that weren’t necessary. Also, allowed me to create a clearer image of what a good level should include

  • Recognizing failures in the design early on and option to “kill my darlings“ was crucial to ensure the game was finished

  • The general level design is good, from the “moment to moment” to the “level to level”

  • The game tone is consistent and effectively transmitted to the player

  • Designing first the last level, allowed me to define everything that would be needed in the future and prevented overscoping

  • Making deeply interconnected systems from the very beginning and general over design. Though it was not a particularly complex game, it was more complex than what it needed to be considering the resources available to me. This wasted some time of my early exploration that could have been used polishing the core more and exploring more level ideas.

  • Overestimating my artistic capacities which led to myself and the programmer having to crunch the last 2 weeks of development to get a decent final product

  • Not making more frequent builds of the game, nor having more people playing them to get early feedback. This would have allowed me to notice issues that weren’t found until the last few weeks much early on when they would have been easier to fix

Failures

Learnings

  • Better guiding the player by using shapes, colors and previously showed game elements

  • More effectively communicating my level designs via sketches

  • Insight in my tendencies to overdesign, now I am more conscious of it and will work to avoid it in the future

  • How to make a lot with little. The lack of assets made me realize that I didn't need everything that I thought. Also, it pushed me to be creative in finding and implementing simple solutions that add the most value

  • Technically speaking I learned how to optimize my games for UE5 by modifying the engine settings

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Moon Moon