Portal Puzzle Levels
Gameplay video
Here are two levels created using the level editor included with Portal 2.
- The main goal was to practice level design, focusing on creating engaging experiences using minimal and simple mechanics. This also serves as a preparation for my current personal FPS project with the Hammer Editor.
Available now on the Portal 2 Workshop.
https://steamcommunity.com/sharedfiles/filedetails/?id=3019972868
https://steamcommunity.com/sharedfiles/filedetails/?id=3018358695
Why Portal 2
- Portal, as a classic puzzle game, offers simple yet clear mechanics with well-defined logical relationships between its components. Analyzing and reconstructing its mechanics and level flow provides an excellent way to learn level design, making it an ideal practice subject.
- Portal 2 includes a highly comprehensive editor, which is an excellent environment for level design practice. Since I am not a programmer, choosing an editor with relatively complete features allows me to focus more on puzzle design, scene setup, and visual guidance, rather than spending excessive time and energy redeveloping and replicating existing excellent mechanics. The aim of this project is purely level design practice, instead of programming and feature implementation.
How I design
- Whenever I embark on a design project, I jot down all my brainstormed ideas in a text file or notebook, which helps me draft the first image of anything. Even when I working on the text you are reading at right now, it starts with a text file. The simplicity of a text file, without any extra features or UI distractions, allows me to focus solely on generating new ideas.
I also sketch on my notebook during this process, as physical objects always provide me with a sense of reassurance. Which means I also have many hand draw content for my design works.
I always start with listing the project's "theme", this can be an experience, a certain art style, or a specific mechanic. I then select a few compatible themes and finalize them together.
Then list the basic mechanics, mostly existing features in the editor, along with a few new ideas I can implement. Now imagine some novel scenarios, desired experiences, or the "aha moments" I want to provide, usually related to the initial theme.
During this phase, I also look for visual references. Games, movies, animations, comics, and even novels and music can serve as sources of my inspiration.
At last, I arrange these elements into a sequence. This involves considering the intro and practice of each mechanic, how to connect interesting scenarios, visual guidance, spatial relationships, etc. Once a relatively complete sequence is finished, I can start to build blockout!
- My level design process has been heavily influenced by Steve Lee. If you're not familiar with this name, he was a level designer for BioShock: Infinite and Dishonored 2. His YouTube channel features a series of videos explaining the level design process, which have been incredibly helpful for my level and quest design practice.