Alight

Alight.jpg

Alight is a first-person puzzle game that places you in the shoes of a light-mage trying to conquer a shifting, pitch black labyrinth by solving light-based puzzles, “locking in” pieces of the labyrinth and stopping it from shifting.

Format

Engine

Unity 3D

Team Size

Five

Development Time

Two weeks

ROLES & TASKS

Creative Lead

  • Coordinating Group Tasks

  • Conveying Vision

Game Designer

  • Designing Core Gameplay Mechanics & Puzzles

  • Building Level Chunks

Technical Designer

  • Implementing Core Gameplay

  • Implementing Level Shifting

  • Implementing Animations

  • Implementing Post-Processing

  • Creating In Engine Procedural Animation

  • Implementing UI

UI Designer

  • Designing UI

  • Designing Menus

DESIGN GOALS

  • Create a unique experience pushing the concept of “light” to an extreme

  • Explore the idea of a meta-maze

DESIGN DISCUSSION

The core of the game is based on taking the idea of “light” and pushing all of its properties to explore what it can do visually and mechanically. It was this idea that led me to try to experiment with the “pitch black” that most games try to avoid along with things like the different colors of light.

The idea of the meta-maze was inspired by the mythological labyrinth, said to be so confusing that it was often assumed to be shifting. Those good at mazes display the ability to mentally map the space they’re traveling through and reduce the amount of backtracking and trial and error they need to solve the puzzle. By shifting the chunks of the maze around at an interval it takes longer to begin to map each chunk or how those chunks might relate and creates another mental layer of figuring out the rules of how it does or doesn’t shift. Ultimately, once each chunk locks into place as the puzzle at its heart is solved, the maze becomes more and more traditional, ultimately becoming solvable.

STORIES

  • Our tech artist left the project two days in, bringing our team from five to four, which meant I had to handle any changes to particles from that point on

  • Our animator was new to games animation and had trouble exporting animations properly for in engine use which meant I had to remove certain keyframes in engine and add others to make sure the animations looked the way she had envisioned them

  • Our main programmer ran into a wall with the way he was intended to tackle level shifting so we had to get together and devise a new strategy to tackle it which I had a big hand in implementing

DOWNLOAD LINK COMING SOON

 

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