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Portal 2
Level design 
2021

Requirement
Use the editor mode in Portal 2 to create a DLC quality level.
Walkthrough

List of constraints

- 2 minuts Walkthrough minimum.
- Difficulty level between 1 to 5 (level 4).

 

Idea and intention

This level is dedicated to mastering the 'fling' mechanic.
This mechanic consist of using the momentum gained by falling into a portal to propel yourself out of another portal.
It also works horizontally.


Level description

My level is composed of three sections and is of difficulty 4/5.
The puzzles use combinations of ingredients that we are not used to seeing in Portal 2.
I used these ingredients in such a way that they block the player's ascent, but also allow them to move forward when solving the puzzle. 


Part 1

- Few portalable surfaces to help guidance without given the answer to the player.

- The different interactions are positioned to face their results. 

- Pratice of vertical and horizontal 'fling'.

- Narrow but high area to encourage the player to gain height.

- A little more portalable surfaces but still without guiding the player too much.

- The first object seen is a cube, indicating there is a button close.

- The button is placed high to show the tilting panles rotating when activated.

- Horizontal 'fling' with the help of the accelerating gel.

- The deflection cube must point the laser in the same direction as the object it activates (carrying beam).


Part 2

Part 3

- Minimum of portalable surfaces to promote reflection.

- The puzzle has for objective : gain height.

- A maximum height is fixed by the ingredients.

- Each step of the puzzle leads to a higher section.

- Interactions always face their results.


Conclusion

One of the beauties of level design is the ability to take ingredients and give them a whole new function.
This creates experiences and variety.
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©2023 par Frédérike Leclerc. Créé avec Wix.com

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