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Aris

  • Writer: Boon Siang Leok
    Boon Siang Leok
  • Apr 23
  • 9 min read

Updated: 6 days ago

Final Gameplay of Aris

Project Overview

Aris is a single-player puzzle platformer where players control Mover-bot, a robot reactivated in a long-forgotten lab. With his magnetic abilities, Mover-bot must navigate through a maze of dangerous obstacles and hostile bots to escape the lab and find the last robot sanctuary.

Game Engine Used: Fireworks Engine (Custom Engine)

Game Genre: Puzzle Platformer

Roles: Level Designer, Narratives, Props Designer,

Duration: 6 Months

Team Size: 7 Members


Brainstorming Sessions

Brainstorming Notes
Brainstorming Notes

Our initial ideas revolved around fireworks, which later inspired the name of our custom game engine. Our thoughts revolved around explosions, bombs, gold mining. But we later switched our ideas to magnetism because we felt that it was more managable for the developers and for the artist as well.


Inspiration and references

We set out to create a game that delivers a fresh and exciting platforming experience by blending unique mechanics with captivating game play. Inspired by the stunning camera work and inventive spirit mechanics of Ori and the Blind Forest, we explored how dynamic perspectives and versatile abilities could bring new depth to our game.


We also took inspiration from Unruly Heroes, where players can switch between four different characters, each with their mechanics, to overcome challenges and explore the world. This idea of constantly changing up the gameplay to keep things fresh and engaging was exactly what we were aiming for.


Design Pillars

The Key Design pillar that the game would have would be puzzle solving as that would be the way that the player can achieve the player fantasy of accomplishment 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

We wanted to develop a feeling of a lonely vast world that the Aris has found himself in where many things have been "destroyed,"

or worn out. We took stylistic inspiration from this game called Prior, where it revolves around a cube who has lost his memory in a futuristic dystopia. He has to read various notes found in the city to learn more about himself (game controls and movement) and what actually happened in this world that he had found himself in. This feeling of loneliness and self discovery is further emphasized in th film noir graphics and strong contrast.


We looked towards games like Limbo which has a similar look and vibe to the game that we are creating. What really drive the gameplay is the immersive sound design which sets the mood for the entire game. They integrate story elements into various parts of their level design and they have very basic mechanics of moving and grabbing objects. Some bad points would be the difficulty of the game where the player has to restart the entire game if they died and this trial and error element takes the player out of the immersive experience they find themselves in.


Mechanics Exploration

Explorations

We tried to explore the different ways that the magnet mechanic can be used within the game such as pushing or pulling objects,


Unique Interactions

Through the use of base mechanics we explored various ways that these mechanics can be utilized. The image above showcases some of the gimmicks and interactions that we wanted to implement into the game.



Timeline

Part 1
Part 1

Level Design

Metrics

Metrics breakdown
Metrics breakdown

The first step in designing the level is figuring out the metrics. This would determine the measurements needed for each action and props to help us dictate the placement of the objects required for the game and to balance out the timing that is required for each level.

Map of the Lab
Map of the Lab

In this game, Aris will be traversing through the abandoned Lab he was created. The Lab contains facilities that are used to develop machines to help mankind, however, due to time some of the areas are no longer functional thus, the only to navigate through the level is through unorthodox ways but thankfully our character is equipped with tools to help him in this journey. The Lab is divided into 5 levels, Creator Room, Main Lab, Generator, Research Facility, Training Facilities and Station


I was in charge of the Creator room, Training Facility, the generator room and Research facility which i would be breaking down below. One key thing about our level design was that we wanted the Player to have the feeling that they are exploring an abandoned Lab thus the levels can be traversed forward and backwards.


Creator Room

Initial Level design of the Creator Room
Initial Level design of the Creator Room

The creator room serves as the tutorial for the entire game. In this part of the level players are introduced to basic controls such as movement and their possible interactions with the world like jumping.



  1. Blueprints: For letting the player know the controls of the game 

  2. Stairs: Allowing players to know the height matrix of the game 

  3. Acclimatization of controls: A safe space for players to test out the movement controls in the game 

  4. Introduction of Magnetic ability: The first challenge of the game where the player has to use their magnetic ability to get through this part of the level

  5. Secret Room: A place to store easter eggs or narrative elements to promote the player to explore the entire room in the entire game 

  6. High jump: Introduce player that if they jump from a high spot, they will lose health

  7. Wall Climb: Introduce wall climb for player 

  8. Monkey Barring: Introduce to the player that if they reach the top of the map, they can monkey bar

  9. Jump Quest: To acclimatize player to jumping and failure will teach player that if they fall from height, they will lose health

  10. Simpler Jump Quest: To ease of the level as it ends

  11. Exit: To send player to the next room 



Final Changes after playtest feedbacks

Final Creator Room
Final Creator Room

Updated Blueprints: Changes made due to the changes in controls and set more towards the right to gain player’s attention

Simplified the level: After reviewing with players, we realized that the jump quest was too difficult for the player and we wanted to introduce more mechanics during this level thus we made the level less complex.

Removed Secret areas: To remove chances that the player will miss out on the tutorials about falling from height, wall climb 

Added Posters: To add more backstory

Added Lighting and shadows: To add more depth and make the level look more visually appealing

Added Gas and light particles: To add more life into the background

Added Dialogue: For narrative Purposes


Training Facility

The training facility was the first level we created, thus it features many different elements that we had brainstormed during the initial phase of the game and various challenges that we thought of. Below is a breakdown of the level.



  1. 1st pulling challenge: First simple pulling puzzle for the players

  2. 2nd Pulling Challenge : Player has to pull the metal to form a staircase

  3. 3rd pulling challenge : Player has to pull the platform in order to pass this challenge

  4. Deathtrap: Easy to get out of, purpose is to 

  5. Stairs: provides a variations in height and gives the player a sense of progression 

  6. Wall climb challenge: Onward to the next part of the level 

  7. Secret area : A space to Add in one challenge or easter egg to encourage player to explore 

  8. Pulling challenge : Puzzle element for the player to add on to the list of puzzles in the game 

  9. Stairs: Progression to the next part of the level 

  10. Pulling Puzzle :  Another pulling puzzle added to increase the puzzle count 

  11. Pulling puzzle : A more difficult puzzle to enable that adds on an element of precision for the player 

  12. Transition: Tight corridor to signify to player that things are getting more difficult 

  13. Stairs: Progression to the next part of the level 

  14. Pulling challenge : Recap on pulling mechanics 

  15. Pulling Challenge  : Precision Challenge without spikes

  16. Pulling Challenge : Precision Challenge with spikes

  17. Epic Pulling Challenge : Most difficult challenge of the level

  18. Secret Area: Area to add easter eggs and also allow player to climb up to the ceiling 

  19. Ceiling climb challenge: Player has to try to ceiling climb for a prolonged period time 

  20. Exit to the next level: Loads up generator room 


Final Training Facility
Final Training Facility

Changes made to the level

Removed pulling obstacles: This is due to the playtest, we noticed that not all players would try to complete the level we intended them to and also complaints of certain areas being too difficult 

Inter Traversal Level: For the exploring expect of our game

Made Spikes Reddish: To draw attention to the player and also because red is a colour for danger

Brighten pipes: To let players know that the pipes can be interacted with 

Added Posters: For narrative purposes

Added Key Card: For exploring purposes

Lighting and Shadows: To make the level more aesthetically pleasing 

Gas Particles: To make the level feel more lively 


Research Facility

Purpose: To have a room to showcase our new developments with our mechanics such as temperature, AI and Moving platforms however due to time constraints we decided to make use of what we have to build and interesting and experimental level. 


  1. Wall climb challenge: difficult wall climb challenge as it was designed that the player would fall to 13 

  2. Pipe: To have a more interesting way of going back up and also to emphasize that the theme of this level is wall climbing 

  3. Push pull challenge: Simple push pull Challenge 

  4. Easing off period: Space for player to breathe 

  5. Push pull challenge: Player has to push and pull in order to get through this level 

  6. Wall climbing/ platforming challenge: Combination of wall climbing and wall climb challenge 

  7. Secret area: For easter Eggs or rewarding the player for exploring

  8. Stairs: To provide verticality in the level 

  9. Metal boxes: Precision push pull challenge 

  10. Simple push pull challenge: To ease off player after the platforming level/or to ease player in to the challenges

11) platforming challenge: Players would have to either high jump or wall climb to get through this challenge

12) Platforming + Wall climb challenge : Players have to make use of their platforming skills plus wall climbing skills learnt to get over this part of the level. 


Final Research Facility
Final Research Facility

Changes made

Shorten distance from entrance to the other side: Reduce difficulty, but still takes considerable skill to get to the other side

Increase box sizes  in the dumping grounds: To reduce player’s frustrations and anxiety if they fall down to the dumping grounds

Made the spikes reddish: To signify danger

Health Power-ups : To help players get through the level easier

Lighting and shadow : To make the level look aesthetically pleasing 

Gas and dust particles: To make the level livelier

Posters: For narrative purposes

Key : To  give the players an objective for exploring the level

Reduced Glass Alpha: To make the Key card holder more interesting 

Brightened Pipes: To let the player know that the pipes are interactables 

U shaped room: Players can find the key by going either path and has to return to the same position to exit the level


Generator Room

Initial Generator room design
Initial Generator room design
  1. Starting the level: Short space to introduce dangers of this level and the main challenge through the posters

  2. Introduction of long jumps : First long jump challenge, slightly shorter due to the platform


  3. Breathing Space: Space to ease off after first challenge

  4. Long Jump Challenge 2: Even longer jump compared to the first long jump challenge

  5. High Jump Challenge 1: Higher Jump to propose a slightly different long jump challenge

  6. Secret Room: Reward for players who manages to get into this part of the level 

  7. Falling Challenge: Players have to try to get down the level without losing health by using the wall climb mechanics

  8. Simple Wall Climb: Helps players to ease off after the 2 challenges with a simple challenge 

  9. Puzzle element: To emphasize the puzzle element of the game 

  10. 3rd Long Jump Challenge: Final long jump as the theme of this room which was having long jump challenges

  11. Ease off: Easing off after challenge and puzzle

Final Generator Room
Final Generator Room

Changes Made

  • Added Moving platforms, changed certain part of the level into moving platforms based due to feedback saying that long jumps are difficult to achieve and it was a mechanic that was in development by our tech team

  • Electrical animations: Made electricity brighter which makes them seem to glow and be more visually attractive

  • Added Health power ups: To help the player get through the level as this seems to be a very dangerous level

  • Added Dialogue: For narrative purposes

  • Added Key cards: As a reason for players to explore

  • Inter Traversal level: Player can start from the bottom of the level or the top of the level, the difficulty curve of this is easy - medium - easy


UI Design

Here are some mock up screen as we slowly worked our way to our final iteration. The first few images are placeholders as we waited for our artist to come up with the concept art. The first iteration was based off a simple UI system where the player is introduced to the character.

Main Menu Iteration 1
Main Menu Iteration 1

Immersive Game Menu

After looking through some games, we realized that we wanted to have something that is immersive for our UI, thus we reworked our Game Menu to

Main Menu Iteration 2
Main Menu Iteration 2
Main Menu Iteration 3
Main Menu Iteration 3

Diegetic Blueprint design

We decided to go with a diegetic blueprint to properly introduce our character. It was also better for our artist as well because it would take significant amount of time to draw out a realistic scene and it might not be of the same artstyle as the game. Our artist has been churning out props for the level and due to time pressure we wanted to reuse whatever assets we have at the moment to save efforts for the final dateline.

Main Menu Iteration 4
Main Menu Iteration 4
Main Menu Final Design
Main Menu Final Design
Final Pause Menu Design
Final Pause Menu Design


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About Me

Hi, Im Boon Siang and I love boardgames and psychology, thus I love social deduction games. During my free time I love going to Art galleries or hanging with my friends =)

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