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Escape

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Project Overview
  • Game Engine: Unreal Engine 4 (v. 4.20)

  • Dev Time: 10 weeks (240 hours)

  • Game: Hello Neighbor

  • Genre: Stealth / Horror

Responsibilities
  • Concept and Documentation

  • Whiteboxing and scripting

  • Gameplay Implementation and Iteration

  • Aesthetics​

  • Playtesting and Communication with Lead

Design Goals

In developing "Escape!", I kept to a few key design goals that enabled me to make key decisions during the development process.

  • Create a large interconnected space, with a non-linear solution.

  • Focus heavily on player flow into and out of dangerous spaces, allowing for observation, planning, and quick execution.

  • Provide a few key items with multiple uses within the space

  • Convey puzzle mechanics, and sub-goals, without making changes to the user interface.

Level Summary

“Escape!” is an introductory single-player stealth-puzzle map for Hello Neighbor. This level is designed to introduce players to basic concepts in Hello Neighbor, as well as providing a nonlinear puzzle with an over-arching goal of escaping the yard. In “Escape!”, players must find a way out of the Neighbor’s yard by activating 5 pipe spigots and throwing a boiler lever, all while avoiding the Neighbor’s attention. 

Development process and construction

Escape was developed as an open-world non-linear space, with multiple floors, and flow paths to support player movement and escape from the Neighbor. 

The creation process moved from whiteboard space, into maps and documentation, and finally to full gameplay implementation.

Initial Designs

Maps

Gameplay Space Examples

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Flow Options and Gameplay Spaces

As Hello Neighbor is a Survival Horror game, containing goals and a monster foil (The Neighbor), I provided safe spaces to observe the Neighbor, in addition to many ways into and out of spaces, with plenty of leading lines and loops should the player need to move around the Neighbor or escape from him. Additionally, I provided puzzle elements in places the Neighbor often paced, in order to challenge the player to distract and/or manage the Neighbor.

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Hover over each picture for more details!

Scripted conveyance

Hello Neighbor provided a unique opportunity to script my own conveyance for my puzzles and mechanics, as the toolset was embedded within Unreal 4 itself. With this freedom I was able to bring layered conveyance to multiple puzzle elements throughout my level, with a heavy focus on initial attraction and activation states.

Pipes: Hello Neighbor provided a unique opportunity to script my own conveyance for my puzzles and mechanics, as the toolset was embedded within Unreal 4 itself. With this freedom I was able to bring layered conveyance to multiple puzzle elements throughout my level, with a heavy focus on initial attraction and activation states.

With the activated pipe, the steam and the glowing effect are accompanied by bursting noises and can be followed to the central boiler. The pressure meter ticks up based on the number of activated pipes in the level, with all of them causing the dial to touch the red. One can check on what specific pipes they have activated by visiting the boiler and looking at the activated pipes connecting to it, and tracing inactive ones to their source.

Hover over each picture for more details!

Wires: For activation of switches, I needed to ensure the player both knew that each switch was activated, and where to find what that switch activated. In order to achieve both ends, I added a panner effect to the wires attached to each switch, leading in the direction of the item that switch activated. For regular switches this panner effect was blue, while the main boiler wire had a white panner as it had a unique wire.

Hover over each picture for more details!

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Multiple Tool Use

As Hello Neighbor has a 4 item inventory limit, it was important to ensure that each item the player found had multiple uses. In “Escape!” the player will encounter four key items that they must use at least once: a Valve, a Wrench, a Key, and a Magnet Gun. All of other items encounters, such as the crow bar, and the rifle, are optional items that either unlock alternate flow paths, or obstruct the Neighbor in some way. Below I'll touch on uses of the Valve, the Wrench, and the Magnet Gun.

Valve: The Valve is the primary tool the player receives in the level, and is provided at the very beginning of play. This tool activates each pipe found in and around the house.

Hover over each picture for more details!

Wrench: In Escape, I use the wrench to manage unlock flow spaces. For example, the player can use the wrench to unlock the ladder gate, unlock an alternative flow path to the lift on the north side of the house, or unlock the gate on the side of the house near the car.

Hover over each picture for more details!

Magnet Gun: In Escape, I use the Magnet Gun as a utility for obtaining puzzle elements. For example, the magnet gun is used to grab the yellow key through a hole in the wall, to grab the crowbar from an adjacent window, and to grab the rifle from the south side of the house.

Hover over each picture for more details!

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Lessons Learned
  • By layering on motion, light, sound, and geometry, one can guide many different kinds of players naturally to gameplay goals

  • The best customized scripting takes advantage of, and supports, existing gameplay structures. (Don't reinvent the wheel).

  • Ensure that there are always multiple uses for key items in a space, and ensure those uses share a common language in conveyance.

  • Geometry can be used to funnel players into certain places, and guide them through a space.

  • Never underestimate how variant color themed decorations can greatly assist in chunking a space.

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