
Volcanic Run is a mobility challenge with a countdown timer. It was done for a Blocktober Level Design Jam challenge where the main themes were “4 Minutes and 33 Seconds” and “Extreme”. The level is a mobility mechanics challenge that must be completed within that timeframe. The blockout itself is focused primarily on functionality and player pacing. I chose a volcanic visual style, due to volcanoes being an extreme environment.
Year: 2024
Genre: 3rd-Person Mobility Challenge
Platform: PC
Tools Used: Unreal Engine 5, AGLS by Jakub W, Blockout Tools Plugin by Dmitry Karpukhin
Volcanic Run
Gameplay Video
Early Process


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Due to the theme of "4 Minutes 33 Seconds", I knew pacing was the most important design element.
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All early additions to the design were purely based around mechanics and player interaction.

Blockout

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A volcanic environment was chosen to adhere to the "Extreme" portion of the theme.
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The lighting levels were changed and emissive materials were added to achieve this.
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Jump mechanics were added for faster paced zones, but they carry a bigger risk.
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Players have to balance speed with directional precision, lest they over or under shoot the jump.


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Standard climbing walls serve as the primary pacing element. They have no hazards but are a much slower option.
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Using these allowed for a more controlled pacing of the level, but once options open up, it is the clearly safer option for a player to take.
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The level splits into two possible paths at the midway point allowing the player to choose and have more agency.
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The right path shows a climbing wall, implying a slower, but possibly easier route.
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The left path shows multiple jumps, implying a faster, but more difficult path.


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The right path utilized pick walls provided in the AGLS. They provide a similar utility as the ledge climbing but allow for more omnidirectional movement.
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The pick wall mechanic meshed well with the rope swing, and could easily be leapt to from a swing for a more cinematic experience.
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The left path ends with a difficult jump challenge.
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The pillar heights and distances are placed in a way that the player has to be very precise with where they are jumping.
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This provided a faster, but riskier alternative to finishing the level.

Techniques
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Combining different forms of mobility mechanics allowed for the pacing to be played with.
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Players can do this challenge either faster and riskier or slower and more cautious.
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I realized while playing with the mechanics in the AGLS that combining the rope swing and the pick wall was possible.
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Often in gaming there are mechanics that have nothing to do with one another, but when used in tandem, can be a very unique experience.