Mechanical Prototypes
Software Used






Rapid Randomised Mechanics: The Machine
Prompt: Avoiding Unkillable Objects
Randomiser: A Steel-Punk game that wants to torment the player
Overview: The product this task is a short first person level where the player needs to avoid environmental hazards and escape from a large mechanic walker before they are trapped inside.
Development:
The started by getting the sense of scale together for the level as I wanted to player to feel encased and suffocated by the machine that they would be traversing. They would at all times be reminded that they are in the belly of the beast that they are trying to escape.
​
Bellow are a few examples of things that I took inspiration from whilst devising the environment:
​
Guns of Icarus
WW1 tanks
Darkness 1 - Hell
Wolfenstein
​​
The visual I drew from these was that the common way that these these examples create imposing images of machinery through the use of dark metal colours besmirched with oil and grim,, almost absorbing the light around them. as well as ensuring that their edges are not smoothed.
​
Isolating the player was another factor I wanted to explore, by having a barren desert the player's attention is left only with the machine. preventing distraction, sparse patches of trees or ruined vehicles would keep the sense of scale but would not detract from the machine.
​
I originally planned to make the level the main chassis of the walker but decided that this still did meet the level of scale I wanted to achieve in this period of time. I instead decided to make design the level to be a large tube that the player navigates. This would also make scoping easier as I would not have to develop the an entire machine for the purposes of this mechanic.
​
This allows me to give the illusion of the walker being many time larger without having to visually show the entire thing. I also have the opportunity to make this passage way almost like a artery of some gigantic creature. Giving the player the impression that they are surrounded by opposition, even the ground that they walk upon.
​
The first thing I noticed was the scale of the tunnel. It felt too open, I wanted to maintain the sheer scale of the machine but I knew that I still wanted the player to feel enclosed and surrounded. Colour and Lighting In Interiors (R. Gupta, H. Kaur, 2024) explains that colours like red and yellows are considered "heavy" colors, making a room fell smaller and tighter (p.25). following this I used red and blacks as the main palette for the level with a "lighter" yellow for the ground bellow to convey a greater sense of distance to help provide more scale to the machine.​​
​
With cramped feel that I was creating with the use of lighting and colour, next was to tackle some form I danger for the player. looking at how dead space and other horror games approached this is the use of environmental hazards. The simplest way to tackle this was through crushing pistons, which would also keep in line with the steel-punk theming as modern machinery play a large role in it with most large machines being controlled by hydraulics.
Feedback I received pointed out that the new lighting left it a little too hard for the player to see, so I added a flashlight to improve the players vision in the direction that they are heading, but I ensured that it the player vision was still surrounded by the dark and heavy colours i was aim for as well as opting for the flashlight to have a dimmer colour rather than a pure white.
​
I wanted to furthermore create a sense of urgency for the player as I found that the player had all the time in the world to progress through the hazards. Thus I added a collection of doors that would close at intervals forcing the player to move forward or be trapped.
​​
Further feedback provided pointed out that it was hard to tell when a door was going to drop, whilst his would present a sense of apprehension I concluded that it would be more effective to have sets of green lights to contrast the rest of the environment. This would not only provide a indicator to the player as to where they would need to reach before the next door drop, but also representing the player's hope being snuffed out as the lights turn red. ​
​
Now that I had covered the Environment and the ma​in mode of danger for the player the next task was to tackle the audio. The made theme I wanted to aim for was need bass-y sounds that would always be rumbling in the players ear to represent the noises of distant machinery keep the idea of scale in mind the whole time.
​
I used soundly to collect a bank of audio clips that I could edit to match the theme of the game. Firstly I introduced some ambience in the form of a humming that persists throughout the level. I added this so that no matter where the player is in the level they feel as if they are no closer to escaping. This was follow my effects for the pistons and crushers, a rhythmic thumping and screaming, mimicking a vast beast stomping and growling.​​





Conclusion
The machine provided me the opportunity to reflect upon how I can apply quick lighting assets to help set the tone of my mechanic, saving a lot of heavy lifting in the realms of 3d modeling and texturing. Helping to give more depth and atmosphere to an environment that would otherwise look flat. This use of lighting also gave me the opportunity to learn about how I can create contrast to help drive the emotional narrative for the player. This being the idea of them fighting to escape from an unrelenting and unkillable enemy, their hope and chances being snuffed out with every second.
​
For an improvement, I would have like to explore the sound design of this mechanic as I felt that there was a little more to be desired. The general hum of the machinery was exactly what I was aiming for but I would have loved to introduce some rumbling effects matched with a the booming and grinding of the machine's components.
References
R. Gupta, H. Kaur. 2024. Colour and Lighting In Interiors. Noble Science Press (p.22 - 47).
Chosen Mechanic: RTS loop
Overview: This mechanic was inspired from an strategy series by the name of Command & Conquer. For this I'll be making a basic base building system with some unit movement controls.