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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. 

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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. 

  • 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.

  • 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.

  • 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.

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Techniques

  • 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.

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