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THE HAND OF FATE
 

A third person fantasy adventure

INTRODUCTION

I wanted to focuses on puzzle design within a  captivating environment. The core objective was to create an awe-inspiring setting while introducing puzzle mechanics using the Kishotenketsu method.

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​​The project is inspired by both Lara Croft and God of War.​​​​ I also wanted to explore world creation using Gaea 2.0.

DETAILS

  • Developed in 3.5 weeks half-time

  • Softweares used: Unreal enigne 5, Gaea 2.0, blender

  • Made using Jakubs AGLS 5.4​
     

OVERVIEW

FRAMEWORK

I wanted a straightforward puzzle mechanic that allowed me to combine the mechanic into more and more complex puzzles using simple building blocks. My guiding principle for this project was "Less is more". This fits well into the Kishotenketsu method. â€‹

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LEVEL FLOW

KI-SHO-TEN-KETSU

I structured my puzzle design using kishotenketsu, a storytelling technique that helps highlight specific features or themes in games. This structure introduces a new element, develops it, adds a twist, and then concludes it in a way that feels satisfying and purposeful.

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KI

The introductory "Ki" section teaches players the core mechanics: crystals raising objects. In the first phase the player learns that by shooting a crystal a block raises to reveal an exit. After a short while the block is lowered agian.

The tutorial area safely introduces core mechanics. Players activate a door with a crystal, observing the cause-and-effect relationship.

This introduction is paired with the reveal of the player's long term goal - reaching the Hand.

SHO

The "Sho" section builds upon the core mechanics by introducing a new element: raising a pillar. The player learns how to activate a crystal to raise a pillar, then quickly jump across it before it lowers again.

The "Sho" section ramps up the difficulty by placing the core mechanics in a more hazardous environment, forcing the player to think on their feet and react quickly.

TEN

The "Ten" section introduces a twist: combining the pillar and door mechanics, challenging players to master both in a complex environment.

The final puzzle features a large door unreachable due to a gap.

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crystal-activated pillar bridge allows the player to cross. On the far side, using the same crystal reveals a hidden crystal unlocking the door.

KETSU

The ketsu step isn't a puzzle; it's a rewarding conclusion. The grand reveal of the crying face and reaching the hand that finally opens provides a satisfying end to this level.

Previously, the player fought the environment to advance, but now it assists their progress.

 

This change in interaction was achieved by using the same crystal from the previous puzzle to reveal a hidden staircase, demonstrating a new way to interact with a familiar space.

DESIGN PROCESS

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REFERENCE GATHERING

I started by finding a bunch of pictures to give me a clear idea of what I wanted the level to look like. I used those pictures to keep me focused the goal while I built the level.

GAEA LANDSCAPE

I used Gaea to create a landscape based on references I liked. Post-creation, I optimized the landscape for improved performance and visual fidelity.

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ITERATION

Blocking out the space with basic shapes helps solidify the composition and player path before adding detailed meshes.

PUZZLE SCRIPT

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I wanted a puzzle system that was easy to use but still made me think creatively. So I made a script for doors and pillars to move that lets me change the speed, how they work, what they look like, and even add crystals to move the objects. It's super flexible and helps me come up with new ideas!

PLAYTHROUGH

CONCLUSION

Designing this project was a blast! I wanted to dive deep into puzzle design and learn how to create a fun and engaging level. I'm happy that the mechanics are simple, but the puzzles themselves use those mechanics in creative ways.

 

If I revisit this project, I'd like to push the environment further, using interesting silhouettes inspired by anatomy. I envision creating a compressed space that feels larger than life.

 

Despite the challenges, I'm happy with the results and I've learned a lot! The Gaea engine was a powerful tool for bringing my vision to life.

Axel Pfannenstill

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axel@pfannenstill.se

+46 70 748 1335

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​I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 23rd. Any internship offers can be made on May 5th, at the earliest.

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