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Island of Echo and Time

Unravel a Fallen City in the Sky.

Project Pitch.

Level and System Design Focused Project

Project Pitch.

Experience Goals:
  • Create an interactive device that impacts the level layout
  • Design a puzzle mechanic incorporating symbols, colors, and sounds.
  • Emphasize funs of exploring level space
Key Responsibilities:
  • Designed and built the level blockout
  • Planned and scripted the player controller, AI behavior tree, and level interactive objects.
  • Carried out the level lighting pass
  • Directed and implemented level sequences for Wow moments

Project Information.

Island of Echo and Time is a linear level featuring sound-based solve puzzles that block the player’s way. The player will hear a mysterious and magical sound that asks for help. It is actually a princess’s soul captured in an enchanted gem. The player’s mission is to release the captured soul by smashing down all the enemies guarding the gem.
​
This level emphasizes exploration, sound-based puzzle-solving, and using puzzle elements mechanics to assist combat. Narrative-wise, the level would include a limited amount of direct storytelling with massive indirect storytelling. These narrative pieces will eventually allow the player to come up with his/her interpretation of the space island’s backstory.

Engine: Unreal 5
Play in: Unreal Executable
Work Time: Feb 4, 2025 - April 1, 2025
Team Size: Ind
ividual
Play Time: 15 - 25 minutes
Features:

  • Sound-based puzzles

  • A sandbox level with dynamic layout emphasizing exploration

  • Wow moments incorporating narrative

Level Desgin Goal.

Level Design Goal.

Landmark & Weenie

The level flow with multiple weenies circles a landmark

Engaging
Level Beats

Ease-in and engaging level beats push the player forward 

Wow moment & Gameplay

The player can change the level layout to unlock exploration chances

Design Process.

Desig Process.
Design Goal 1.

#1 Landmark & Weenie.

Giant landmark & weenie giving the player clear objectives

Landmark_edited.jpg

The giant landmark is highly visible anywhere in most spots in the level.

Island Core - The Island of Echo and Time was powered by a magical crystal core in the center of the level. This crystal is covered by a lofty tree. The player can use it as a landmark for navigation at every spot in the level.

Weenies.png

Weenies helping the player navigate in the level

Small Weenies - I also designed several weenies along the critical path to further help players find their position in the level. They include:

  • Chapel Ruins

  • Great Library

  • Collapsed Castle Wall

  • Dial Tower

Design Goal 2.

#2 Engaging Level Beats.

Fluctuating level beats keeps pushing the player forward.

Beatsheet.png

Beat sheet - In the pre-production stage, I created this beat sheet to help me visualize my beat plan. Referring to what God of War and Elden Ring did, I designed a boss fight as the level's first beat.  Moreover, referring to the three-act narrative structure, I assigned two climaxes for the level ending.

 

In the middle part, I alternated the following level events to keep the player engaging in the level beats:

  • Grab hook traversal challenges (This is a design challenge my stakeholder gave me in an iteration pass)

  • Combat

  • Puzzles

Conveyance 1.png

Pinching pillars at the start point to highlight the landmark. 

Conveyances - To maintain the player's objective, I strategically implemented the following conveyances in the level to highlight elements that the player should pay attention to:

  • Pinching

  • Frraming

  • Foreshadowing

  • Light Contrasting

  • Leading Line

  • Breadcrumb

Design Goal 3.

#3 Wowments & Gameplay.

Manipulate layout to unlock exploration changes.

Cutscene 1: Activating the hour-hand bridge

Player Impact - Impact on the game world is an essential element that gives the player a sense of progression. I designed and implemented two cinematic cutscenes by level sequences to deliver the player a strong sense of success.

Rotating the minute hand bridge to get access to exploration areas

Pivot Device - Inspired by the Shores of Nine in God of War 2018, I designed a similar giant device allowing the player to unlock a quick shortcut for backtracking to the start point and extra exploration chances.

puzzles.gif

Echo Bells provides puzzle-solving based on sound and shape experiences.

Gameplay Objects - To allow the player to have diverse level experience, I designed and scripted two gameplay objects with experience purposes:

  • Echo Bells for puzzle-solving based on sound and shape.

  • Grabhook bars for grabhook locomotive challenges. 

Postmortem.

Postmortem.

What Went Well?

  • Beat sheets

    • The beat sheet I made in preproduction helped me a lot with planning the level pacing, especially the three-act narrative structure.

  • Level Pivot and Ideation

    • The idea of the level layout came from my watch dial. I took it as the design pivot of this level.​​

  • Wow moments

    • I successfully created a playable wheel, allowing the player to to fit the desire for exploration.

    • The two cutscenes do a good job of giving a sense of narrative, achievement, and progression.

What Went
Wrong?

  • Optional Paths

    • I cut several optional traversal paths because they messed up the player's direction and made the pacing off.

    • I initially included a few looping structures to give the player more excitement in exploring the game world. Still, they messed up the player's direction. 

  • Boss fights

    • I ran out of time to implement the boss fight mechanics and boss fight arena structures. 

    • The boss fight arena feels less structured.

What I
Learned?

  • Alternative sprinting and walking while measuring the level scale

    • Only walking while testing the level scale results in a busy level space. On the other hand, too much sprinting results in an over-scale level of space.

  • Teaching tools before introducing puzzles

    • The playtesters commented that my puzzle would be good if they got the idea and logic. I solved this issue by teaching the player that they can use the puzzle tool as the switch for other game objects.

Gallery.

Gallery.

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