Level Design

Maps of the level from birds eye view.

Level Design


Cycle 2 – Game Look and Feel

The game’s aesthetic will be based on a cross between Indiana Jones, Tomb Raider and Portal. The game will give the player a sense of adventure and excitement with the mood and style of the game. The mood will follow from a need to escape the island and the sense of danger created by creatures and bad outcomes if the player fails the puzzles. The game will make use of a photo real mood using colours and elements within the game as if they would have appeared on a real island, forest or ancient civilization.


The style of the game will look similar to Crystal Dynamics, the publisher to the 2013 version of the Tomb Raider franchise, which stranded the player on an island forcing them to find a way to leave the island. Along with the style of the Tomb Raider games our game will be infused by some elements from Valve Corporation, such as their feel and look of their futuristic weapons along with the simplistically of the puzzles. i.e. the portal gun which has the ability to fire a portal and simple button pushing puzzles. Also weapons like the gravity gun from Half-Life 2 which is able to pick up and shoot heavy objects. Our game will be similar in that our game revolves around using a gun that alters the gravity of an object within the game to solve puzzles.

The game will be set in a futuristic modern time still on a 3D earth world. The player will crash on an ancient lost island. The landscape is that of an ancient lost island so most of the island will show overgrown forests, old decaying buildings, temples and other elements typical of ancient civilizations such as ruins and weird/cryptic markings everywhere.