Project: Driftsend

Goal

Driftsend was conceived to dive deep into combat design within an immersive, semi-linear experience. My primary goal was to create a concise, impactful adventure, demonstrating mastery in:

  • Purposeful spaces: Areas designed with narrative and gameplay intent.
  • Gameplay rhythm: Balancing tension, stealth, and action.

This project was an opportunity to prove my ability to blend tension, mystery, and moments of strategic combat, culminating in a short but memorable journey that highlights my technical and creative prowess.

Progress

2D Layout

Level

Overview

Plane Crash Zone

Final Combat Zone

Main Hub

Safe Heaven

Overview

Setting: Driftsend drops players onto a remote island after a shipwreck. Stranded, they find an abandoned house, a crucial safe haven and central hub, with a broken radio as their only hope.

Constraint: A three-week deadline drove rigorous decisions, focusing on essential gameplay for a refined, functional experience.

Design Pillars

  • Purposeful Adventure: Guiding the player through a journey where every space and encounter serves a clear narrative or mechanical purpose.

  • Sense of Isolation: Amplifying the feeling of being stranded and alone on a mysterious island.

  • Decision-Focused Combat: Emphasizing strategic choices and resourceful use of environment and abilities in enemy encounters.

Highlights

Main Hub

The abandoned house functions as Driftsend’s central hub, strategically designed as the player’s primary anchor and a vital safe haven, visually contrasting with the hostile, isolating wilderness.

 

  • Player Reinforcement: This spatial design choice provides a clear psychological and functional safe waypoint.

Stealth - Combat Approach

This highlight introduces a core combat mechanic: the stealth kill. Leveraging the Jakub’s Controller zombie AI, this system empowers the player to silently neutralize threats, offering a powerful alternative to direct confrontation.

 

  • Strategic Empowerment: It provides the player with a tactical choice, rewarding observation and calculated engagement over brute force, integrated seamlessly as the protagonist’s “magic artifact” (knife).

Stealth - No Combat Approach

Beyond direct elimination, the level design also provides viable “no combat” stealth options. Players can strategically bypass enemy encounters entirely, utilizing environmental elements and alternative routes to progress.

 

  • Player Agency: This design choice fosters player agency by offering distinct paths and encouraging resource management, allowing for tension-filled traversal without requiring direct engagement.

Techniques

One-Way Valves

The level design strategically incorporates one-way valves, guiding player progression through specific areas without allowing backtracking.

  • Controlled Flow: Ensures deliberate, forward player advancement.

  • Narrative Focus: Maintains tension and prevents disorientation.

  • Resource Optimization: Prevents re-entry into cleared zones, streamlining the experience.

Vantage Point

Key areas within Driftsend feature strategically placed vantage points, providing players with elevated perspectives of upcoming challenges.

  • Tactical Planning: Enables players to observe and plan approaches (stealth, evasion, combat).

  • Situational Awareness: Enhances understanding of layouts and potential threats.

  • Informed Decisions: Empowers players to assess risk and identify optimal route.

Foreshadowing

Driftsend uses environmental foreshadowing to build player anticipation, with visual cues hinting at upcoming challenges or story beats.

  • Player Engagement: Creates curiosity and subtly prepares players for future events.

  • Narrative Depth: Organically integrates plot elements into the visual landscape.

  • Contextual Understanding: Enhances player comprehension of the level’s flow.

Rebooting

Rebooting the idea

The Driftsend concept was redefined due to crucial viability needs. The original scope proved unfeasible, and gameplay simulation faced technical hurdles. So, the project was optimized for a 2-3 week cycle, allowing for a concise, polished delivery, driven by:

  • Jakub’s AI: Solved a technical blocker, enabling combat design and new portfolio expertise.

  • Focused Experience: Resulted in a semi-linear game balancing tactical combat, exploration, and environmental storytelling.

The table below discusses the main elements that changed between the original and rebooted project versions.

ElementPrevious VersionCurrent Version (Reboot)
ScopeLong (8–10 weeks)Short (2–3 weeks)
Narrative Structure3 acts: broad exploration + 2 main objectivesStraightforward line with 12 defined beats
ObjectiveRetrieve 2 components (antenna and power source) for the radioSame objective, but focused on a single object and route
AI / EnemiesUndefined, hard to blockout conceptZombies via Jakub’s Controller, effectively simulates the monster
Combat MechanicsAbsent (undefined due to implementation limitations)Stealth kill, ignore enemies, rush, knife-based combat
Progression StyleSemi-open with backtracking between locationsLinear/semi-open with direct route (round-trip between 2 points)
Exploration AreaFull island with multiple locations (mine, plane, tower, etc.)Only the beach, hub, and crash site area
Narrative DensityHigh (story with symbols, entities, supernatural elements)Preserved, but conveyed through visuals and pacing
Learning FocusStorytelling, level composition, environmental designCombat design, pacing, semi-open world structure
ToolsUnreal Engine 5, Miro, PhotoshopSame tools, greater focus on playable blockout
Technical ViabilityLimited (issues with scripting, AI, rhythm)High (everything testable with currently available tools)

For example, the figure on the left below shows the initial idea’s island-wide PoI blockout. The right figure, after the reboot, focuses predominantly on the island’s west side, showcasing the refined scope.

Progressive Learning Curve Design

Learning: Hidden Bush and Enemy Kill

Result

Initially designed for platforming and bridge tutorials, the Snow Zone changed during development:

  • Hazard elements were added to the environment.

  • The setting was reimagined as a snowy junkyard.

  • The zone reflects environmental impact caused by the anomaly.

First & Second Iteration

Beat 6 and Beat 7 were initially structured to deepen engagement with platforming and bridge mechanics:

  • Reinforce movement skills

  • Introduce bridge ability in practice

Changes to the level’s metrics prompted a redesign of Beat 7.

Solution:
The redesign emphasized:

  • Reduced redundancy

  • Alternative paths for recovery

  • Early integration of mechanics appearing in later gameplay

Results:

  • Mechanics loop back into later beats

  • Layout matches updated pacing expectations

Third & Fourth Iteration

Player’s test indicated that the main path was too narrow and rigid. To improve flexibility, I expanded the playable area during iteration 3 and 4.

  • Merge B7 and B8 into a single larger space.

During the fourth iteration, a playtest revealed pacing and clarity issues.

Problems:

  • Confusion around bridge mechanics

  • Idle time between gameplay points

  • Lack of environmental threats

Solution:

  • Reintroduced a key item for bridge creation

  • Tightened space between gameplay moments

  • Added environmental hazards

Learning: Stealth Approach

Result

Initially designed for platforming and bridge tutorials, the Snow Zone changed during development:

  • Hazard elements were added to the environment.

  • The setting was reimagined as a snowy junkyard.

  • The zone reflects environmental impact caused by the anomaly.

First & Second Iteration

Beat 6 and Beat 7 were initially structured to deepen engagement with platforming and bridge mechanics:

  • Reinforce movement skills

  • Introduce bridge ability in practice

Changes to the level’s metrics prompted a redesign of Beat 7.

Solution:
The redesign emphasized:

  • Reduced redundancy

  • Alternative paths for recovery

  • Early integration of mechanics appearing in later gameplay

Results:

  • Mechanics loop back into later beats

  • Layout matches updated pacing expectations

Third & Fourth Iteration

Player’s test indicated that the main path was too narrow and rigid. To improve flexibility, I expanded the playable area during iteration 3 and 4.

  • Merge B7 and B8 into a single larger space.

During the fourth iteration, a playtest revealed pacing and clarity issues.

Problems:

  • Confusion around bridge mechanics

  • Idle time between gameplay points

  • Lack of environmental threats

Solution:

  • Reintroduced a key item for bridge creation

  • Tightened space between gameplay moments

  • Added environmental hazards

Learning: Enemy Patrol & Player Choices

Result

Initially designed for platforming and bridge tutorials, the Snow Zone changed during development:

  • Hazard elements were added to the environment.

  • The setting was reimagined as a snowy junkyard.

  • The zone reflects environmental impact caused by the anomaly.

First & Second Iteration

Beat 6 and Beat 7 were initially structured to deepen engagement with platforming and bridge mechanics:

  • Reinforce movement skills

  • Introduce bridge ability in practice

Changes to the level’s metrics prompted a redesign of Beat 7.

Solution:
The redesign emphasized:

  • Reduced redundancy

  • Alternative paths for recovery

  • Early integration of mechanics appearing in later gameplay

Results:

  • Mechanics loop back into later beats

  • Layout matches updated pacing expectations

Third & Fourth Iteration

Player’s test indicated that the main path was too narrow and rigid. To improve flexibility, I expanded the playable area during iteration 3 and 4.

  • Merge B7 and B8 into a single larger space.

During the fourth iteration, a playtest revealed pacing and clarity issues.

Problems:

  • Confusion around bridge mechanics

  • Idle time between gameplay points

  • Lack of environmental threats

Solution:

  • Reintroduced a key item for bridge creation

  • Tightened space between gameplay moments

  • Added environmental hazards

Escalating: Putting everything in practice

Result

Initially designed for platforming and bridge tutorials, the Snow Zone changed during development:

  • Hazard elements were added to the environment.

  • The setting was reimagined as a snowy junkyard.

  • The zone reflects environmental impact caused by the anomaly.

First & Second Iteration

Beat 6 and Beat 7 were initially structured to deepen engagement with platforming and bridge mechanics:

  • Reinforce movement skills

  • Introduce bridge ability in practice

Changes to the level’s metrics prompted a redesign of Beat 7.

Solution:
The redesign emphasized:

  • Reduced redundancy

  • Alternative paths for recovery

  • Early integration of mechanics appearing in later gameplay

Results:

  • Mechanics loop back into later beats

  • Layout matches updated pacing expectations

Third & Fourth Iteration

Player’s test indicated that the main path was too narrow and rigid. To improve flexibility, I expanded the playable area during iteration 3 and 4.

  • Merge B7 and B8 into a single larger space.

During the fourth iteration, a playtest revealed pacing and clarity issues.

Problems:

  • Confusion around bridge mechanics

  • Idle time between gameplay points

  • Lack of environmental threats

Solution:

  • Reintroduced a key item for bridge creation

  • Tightened space between gameplay moments

  • Added environmental hazards

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