Dejar Ir

Overview

Dejar Ir is a walking simulator and puzzle game in which you explore an oniric place representing different feelings people had during the pandemic. The puzzles consist on drawing lines on a canvas.

In this project, I worked as a level and gameplay designer, adapting pre-existing 3D enviroments to introduce interesting level progression, as well as designing different variations on the main puzzle mechanic.

Diseño que da vida al juego.

Equipo

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My contributions

  • Puzzles: Iterated the core mechanic of the game (drawing lines on a canvas) in order to allow a wider variery of puzzles and increasing difficulty. Puzzles evolved from the simple task of drawing lines on the area of the canvas marked by rays of light to a wide variety of puzzles in which players had to use the lines to separate different symbols based on their shape, connect symbols based on the colors they had in different areas of the scene, and use the lines on the canvas to fill in parts of the scene according to the camera’s perspective. My main contribution to these level was to correct some small details that confused the player, like starting the level in front of the solution to a puzzle the player didnt know existed yet. Instead, in the final version, the natural progression of the level made you find the problem first and the solution afterwards.

  • Level Design: When I joined this project, the game did already have 4 enviroments completely modeled to work as the levels of the game, but only one had an actual level structure and progression. My work consisted on taking these 3D enviroment and design a level structure and puzzles that could work with what was already done.

    • Level 1 - The forest: This level was the introduction to the main mechanic of the game. You had to progress through the forest solving puzzles related to sources of light. All the canvases had one or more rays of light projected over them, telling the player where they had to paint the lines. But as you progressed on the level, some of these light sources were turned off. Part of the puzzle consisted on figuring out how to turn on these devices.

    • Level 2 - The dessert: In this level, the canvases are always located near campfires, and there are shadow puppets of various shapes projected onto them. The player must draw lines to keep each group of shapes separate. My work on this level involved developing five additional puzzles using this variation of the mechanic. Additionally, replicating what was done in the previous level, I designed the puzzles so that they were missing “pieces” needed to complete them. Two of them required chasing animals (a butterfly and a lizard) so they would reach the canvas and become one of the puzzle’s shapes. Another, for example, had a campfire that was out, and you had to light it to progress.

    • Level 3 - The house: This was the hardest level to adapt. It was a very small house submerged under the sea. There was very little space to add elements, so I decided to turn what little there was into a “Scape Room.” The puzzles now had black letters painted on the canvases. As you explored the room, you could find these letters hidden in various places (even outside the room, looking through the windows), each with a specific color. You had to find the letters of the puzzle in question, see what colors each one was, and connect them with a line. In turn, the letters themselves might require an extra step to reveal their color, such as turning on a nearby lamp that illuminates them in a specific color.

    • Level 4 - The garden: My work on this level was similar to the previous one. It was a huge level (too big, to be honest) but very empty, designed without ever considering that there should be gameplay there. Still, I had to work with what I was given, so I set out to design a custom mechanic for the level. In this case, I arranged the canvases in a very concentrated way within the level so that, if you stood directly on top of special tiles that served as guides, the canvas would fit perfectly into the gap missing from a certain element of the scene. This way, you had to draw lines to connect the wires of a device that allowed you to open a door, or use the lines to complete the broken part of a bridge you needed to cross.

  • Exhaustive testing and QA of the game, reporting and documenting every bug I found to ease the programming team's job.

Contact

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Email

Phone number

robertorendongallardo@gmail.com

+34 630 31 52 61

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