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ARIS

Aris Gameplay Video

Aris Gameplay Video

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Aris is a single-player puzzle -platformer where players play as Mover-bot who is reactivated in a Lab forgotten by time Using his Magnetic ability, he will need to escape the lab filled with hostile bot and travel to the last robot sanctuary

Game Engine Used: Fireworks Engine (Custom Engine)

Game Genre: Puzzle Platformer

Roles: Level Designer, Narratives, Props Designer,

DESIGN PROCESS
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Puzzle
Solving
Discovery
Achivement
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Inspiration and References

We wanted to create a game where it utilizes interesting mechanics for platforming thus we looked into Ori and the Blind forest for interesting camera angles and a spirit ball that can be used for various different mechanics

We also looked into Unruly heroes where the player is able to switch between 4 players and 4 different mechanics to traverse the world. That was what we are looking for in terms of

Design Pillars

​The Key Design pillar that the game would have would be puzzle solving as that would be the main way that the player is able to achieve the player fantasy of accomplishment and by having the design pillar of discovery, we can draw the player deeper into the game by introducing new mechanics for the players to learn and master. 

Player Fantasy

The player fantasy that we want the players to feel is the feeling of discovery as they explore the dystopian world that we crafted and the journey of self discovery as they learn more about their character's back story

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Storyboarding

We then dictated which level would we use as a tutorial to introduce a new mechanic into the overall game then have a merged mechanics level to test the player on the difficulty of the game.

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Mechanics Exploration

We then tried to explore the possible mechanics to be played within the game with the guidance of our lecturer, Jonathan. We discussed the progression within each step of the game and how we can differentiate the 2 brothers apart from each other.

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Level Design

Based on the mechanics that we explored, I thought of a few ways that these mechanics can be tested through several gimmicks and catered each level according to their overall story purpose specified.

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Prototyping

Using the game engine that has been created by the tech team, we then tried to recreate the game within the game engine.

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Playtesting

Firstly, we would look at the player and ask them to voice out their thoughts as we record and take note of difficult areas

Secondly, we would have a survey asking the users about the qualitative experience of the game

Finally we have a short interview on what he users wish to see more of in the game

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Polish

Taking the feedback from the players, we added the several feedback given by the players such as reducing the difficulty of certain puzzles

We had also added various art assets, sounds, screen shakes and Climatic event at the end of the game

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Stretch Goals

One of the stretch goals we had was to ensure that the levels are interlinked thus providing an open world feel to the game. Thus all of the level has alternate paths

 

For example the breakdown on the right shows 4 possible paths (represented by a different color) to complete the level

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