

A visual representation of the emotions the character goes through in the story, and how they are shown visually in the levels.

I made a chart to show what we wanted the player to feel throughout the game levels, the story having some low and high moments. I did a lot of research on the narrative curve to create a more engaging experience.

I made this first plan of the different sections in the level to showcase how it would glbally look like and how we would divide and organise it.

FLOWCHART

L0 (FIRST PLAN)
1
2
3
LÉGENDE


Scripted event: cave shaking and rocks falling, to show the emotional torment of the character and to create unique moments where the player feels as helpless as the character.

View in the mine; moving from a confined and narrow space to a larger and more impressive room to create an even more powerful 'wow' effect.

The lever is under some light to be visible by the player, and the camera angle changes to indicate a gameplay moment. The elevator is also highlighted by the light of the crystals on the ceiling, since it's an important gameplay element.

Guiding the player with light, showing them what appears to be the path to follow, so they can be suprised by the scripted event which causes them to fall deeper into the mine, bringing a change of pace in the level.