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Project Introduction
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Marble Surface

FIND ME

FIND ME  is a decryption game that reflects a depressed psychological atmosphere.The game tells the story of a young boy suffering from autism who lost himself in aworld where his consciousness overlaps with reality. Players need to use the light trigger mechanism of the flashlight to guide and avoid NPCs to solve puzzles, help thelittle boy find the good memories of the past, and regain a new life.

Responsibilities

Game Designer

Responsibility

Level Designer

-Protagonist background and setting design

-3D lighting trace 2D enemy gamePlay design

-Four Chapter and Story Design

-NPC AI logic and background story design

-Game element design

-Collection and Easter eggs design

-Level Design 

-Scene Design

-Blocked out the emeny in the level

-Setting the collection and easter eggs

-2D background implement

-3D Level layout design and Implement

Process Overview

RESEARCH

-Analysis similar games Limbo and Inside to create 3D scene with 2D puzzle.

-Find the reference picture to create the game scene.

PLANNING

-Design the completed game chapter,but just implement the second chapter as the demo level.

-Design the completed narrative, and show in the form of comics.

-Design the 7 puzzles in the demo level with combination of game elements.

-Game elements contain: two kinds of NPC(Enemy), button with door or platform, wardrobe that can be hidden.

-Three eggs in game to supplemental game background story.

Blockout and Iteration

-Implement the NPC logic in the UE4 Game Engine.

-Build a 2D multi-layer rendering 3D scene.

-The combination of 7 elements is implemented to generate a level process of increasing difficulty.

-Added collectible candies to create level changes and replayability.

-Added a heart beat mechanic to give the player another way to solve the puzzle.

Process Overview
Design Details
Wave

In-depth understanding of the design content

In the following sections, you can learn more about the design ideas and tips for this game, which shows my work during the game development. 

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Character Design

Protagonist

An 8-year-old boy with autism who once had a happy family. After a series of shocks, such as the death of his grandmother, school violence and the departure of his teacher (Will be used as different chapters of the game) who had taken care of him, he closed his heart. Although he was plunged into the endless darkness, he still had a trace of hope to embrace the beautiful. He had to pick up the beautiful memories of the past and run toward the hope in the darkness.

Fomer Protagonist

The boy's once happy self, the color is different from that of the little boy. He returned the flashlight to the little boy, gave him the power to fight against the darkness, and guided him to find the memories that had passed. It is reflected in the game: when entering the level, it appears at the end of the level, and then disappears, and words of encouragement will be heard in the sound effects of the player's play.

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NPC/Enemy Design (Interaction with lighting)

Teacher and Mother

The helper who wants to reach the little boy and let him open his heart.

AI logic in the game: When the little boy shone on the light, the teacher and the mother would move toward the boy, then stop when the light went out.(Turning on the light symbolizes the boy’s process of opening up. The mother and teacher will take the initiative to approach the boy for help, but they don’t know that their help will also harm the boy.)

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Stepfather and Classmates

The person around little boy who are indifferent to the him.

AI logic in the game: Wandering in a certain area with a certain regularity, only show up when the light is illuminated, and the boy will die if colliding with it. (It symbolizes that the stepfather and classmates do not care about the boy’s mental fragility, and seemingly ordinary daily behaviors can also cause harm to the boy)

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Bully ( Not Implement in the Demo Level)

The senior student who bullies a little boy.

AI logic in the game: When the boy shines a light on it, the bully advances toward theboy and continues to chase him after the light goes out, and the boy will die if collidingwith it. (It symbolizes that the bully started to bully him even more after he discoveredthat the boy was autistic)

Level Design (The second chapter demo level)

Level design principle: 7 puzzles need to be designed, including 4 parts: learning, trying, challenging, and proficient , and the difficulty gradually increases.

Before the level design, I'm trying to sort out existing game elements and try to combine them into different puzzles:

  1. NPCA (Enemy: Mother)

  2. NPCB (Enemy:Stepfather)

  3. Gravity switch

  4. Liftable door

  5. Spider (The mechanism is opposite to NPCA)

  6. Liftable platform

  7. Wardrobe where player can hide

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level sketch

Puzzle1. NPCA + Pressure Switch

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Puzzle3. NPCA push function availability

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Puzzle5. NPCB + NPCA + Platform switch

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Puzzle2. Secondary Utilization of NPCA + Platform Switch

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Puzzle4. NPCB + Cabinet for hiding

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Puzzle6. NPCA + Reverse logic NPCA

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Puzzle7. NPCB + NPCB + Cabinet for hiding (Time difference puzzle,Sound puzzle)

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Easter Egg and Collection Design(in demo level)

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Easter eggs related to the plot: Hidden in the scene, the scene elements that require the player to shine a flashlight into the dark will appear.(When the little boy shines on the dark scene elements, it symbolizes the release of the past)

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Achievement-related candies: Placed in the corner of the level, players can see it intuitively, and need a flashlight to collect (Getting this candy is very difficult and requires some action on the part of the player)

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Scene Design(in demo level):

Game scene :2d multi-layered background rendering 3d scene.

  1. Cracks and fingerprints on the wall: a symbol of the rupture of feelings

  2. Disorganized items and overturned tables and chairs: a symbol of domestic violence.

  3. TV falling down, blood stains on the ground: Remind the player that there is danger ahead.

  4. Two upright seats: symbolizes the power of the stepfather at home, and the number symbolizes the two NPC B in front.

  5. The lit desk lamp is the archive point.

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