Role: Level​​​​​​​ Designer
Software: Portal 2 Level Editor
  The sketches below established a baseline that eventually helped with generating new ideas.
The starting segment shows the player how to operate the portal gun, learning where portals can be placed and how it helps traverse the level. A simple puzzle that involves the use of a "Weighted Cube" is then presented in a safe environment. 
This next segment builds on the last area by requiring the player to use the portals to reach the "Weighted Cube" and bring it forward to the next button.
The difficulty increases with the introduction of "Deadly Goo" which kills the player, automatically sending them back to the beginning. After jumping over the "Deadly Goo" the player's portals are then removed. This is to prevent the player from sending the falling "Weighted Cube" to the previous area. The "Weighted Cube" must be captured using portals to then start a moving platform.
Once across, the player is introduced to a laser that requires them to crouch under. This then opens to an area that teaches the player how to use a cube called a "Reflector." As the player pushes the "Reflector" forward, they will get a glimpse of the interaction between both the laser and the "Reflector." This then informs the player that they must reflect the laser at the device linked to the stairs, that being a "Laser Catcher."
After making it up the stairs, the player enters an area that forces them to be on top of a platform, using portals to make the laser hit the appropriate "Laser Catcher". After hitting the button, a "Reflector" spawns in a far corner, making the player navigate through a set of lasers. The usage of portals is then needed to aim a laser at a "Laser Catcher" that turns off a "Laser Field."
Once the disabled "Laser Field" is passed, the player must use portals to bring the "Reflector" forward to activate the next "Laser Catcher." This then starts a moving platform that requires the player to time their jump onto the moving platform using portals. Next, the player must use portals to project themselves to the other side.
The player now enters the final area, which combines everything they've learned into one multi step puzzle. Being a common theme throughout the level, the player must bring forward both the "Reflector" and "Weighted Cube" in order to unlock the exit door.   
Screenshots
Final Thoughts
After a week full of challenges, I am proud of the final outcome of "Beginners Ascension." The challenges I experience ranged from designing creative puzzles to ensuring players couldn't exploit any unintended advantages. In all, doing all of the creative thinking, problem solving, and testing made this project even more fun. 

Other Work

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