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The Bridge

High Level Concept

The abandoned power plant.

After returning to earth, Wheatley must repair an abandoned wing to earn forgiveness. do your best to assist him, and perhaps even redecorate the place.

Embark on an adventure through concealed passages, where mystery mechanisms await your discovery. Navigate Plinko-inspired rooms that blend chance and strategy, adding an electrifying twist to your journey. Unearth the secrets, unlock the pathways, and conquer the enigmas that lie within this captivating labyrinth of intrigue

Constraints

1. Design levels alone but in harmony with other levels made by teammates (Team of 6).

2. Create levels and gameplay with the Portal 2 Puzzle Creator nothing else.

3. 3-4 minutes of gameplay.

Design Process

Top Down Methodology : Idea and Concept

My design process for the Portal 2 level centered on a unique concept: reimagining the plinko game into an intricate puzzle. Drawing inspiration from this playful notion, I magnified its impact by crafting colossal plinko-inspired structures that served as bonus materials.

Embracing an Indiana Jones-like approach, I ingeniously integrated secret mechanisms that evoked a sense of adventure and mystery. This amalgamation of gameplay mechanics and hidden intricacies formed the backbone of the level, offering players a fusion of logic-driven conundrums and the thrill of unraveling enigmatic mechanisms, reminiscent of the iconic archaeologist's quests.

Wheatley's Redemption LDD (click directly on the image)

Bottom Up Methodology : Gameplay Blocks

1.
Plinko : Adopting a hands-on, bottom-up strategy, I fashioned two distinct plinko setups of varying sizes. This deliberate approach allowed me to ensure feasibility and achieve the desired "giant" structure effect.
2.
States Machines & Other Automats : Employing a hands-on, bottom-up methodology, I discovered the potential of integrating logic gates into the design. This insight led to the creation of a puzzle utilizing multiple inputs, such as Cube Buttons, exceeding the available activators—only three cubes. By skillfully manipulating these elements, I established distinct outcomes based on specific patterns.

For example, aligning the three cubes in the correct arrangement across the inputs triggered the activation of all five glass panels. This innovative approach not only showcased the dynamic capabilities of logic gates but also enriched the puzzle-solving experience for players.

Moreover, I managed to devise an automatic state changer in addition to these innovations.

Modularity and Level Scales

Adopting a modular perspective deeply aligns with my design philosophy. During the creation of my Portal 2 level, I harnessed this approach to develop two unique versions stemming from a shared base. This method granted me the freedom to explore varying levels of intricacy and duration, a pivotal strategy given our time constraints.

For The Bridge I was able to design three iterations; a Short, a Standard and a Long version.

The Bridge : Short Version

Level Description

UNCROSSABLE DEADLY GOO?
Right away the framing of the level makes the objective obvious. Glass Panels up blocking the exit a Pedestal Button in front. Deadly Goo all around indicate to the player that there is a way to cross it. Sets of lights show to the player the sequence of the level. Like roman numbers, the exit having the number 3.
STEP ONE
A cube on the floor. Two Cube Droppers on the ceiling. And four Cube Buttons. The player can only do one thing put the cube in a Cube Button. Each time revealing Piston Tracks coming out of the goo. But only one Cube Button reveal all the pistons necessary to go to step two.
GET EXTRA CUBE ONE
A little platforming to go to a Pedestal Button giving an extra cube from one of the Droppers.
STEP TWO
With the extra cube the player can play around and found the right pattern of activated Cube Buttons. Step one taught him that.
GET EXTRA CUBE TWO
Another platforming sequence to get a third cube.
STEP THREE
After placing the three cubes on the right buttons it reveal a bridge made ofPiston Tracks.
CROSS THE DEADLY GOO
The player can now reach the last Pedestal Button and open up the exit.

The Bridge : Standard Version

Level Description

SAME SET-UP THAN SHORT VERSION
Once more the set-up shows the exit, the goo and the three steps. The lights are used like breadcrumbs to show the way to the player.
SAME STEP ONE AND EXTRA CUBE ONE
To get the first extra cube it is the same sequence of Pistons Tracks than the Short Version. The second cube opens up a scret door.
STEP TWO : GET TO THE PLINKO ONE
1.
The corridor frames the sub-ojective, the giant Plinko. But if the player activates the button to get the cube the angle panel being closed makes the cube stops before reaching the floor.
2.
There is a white panel that can receive portals and a button on the floor. It opens a secret door behind which there is another white panel. So the player can reach the backroom with portals.
3.
In that backroom the player see a light bridge. An angle panel can push a Lightbridge above a laser field.
4.
Once above the field he can shoot another portal to keep going with his Lightbridge.
5.
On the other side of the field the player can make a leap of faith to create a jump.
6.
With the other end of the portals it will make him to the upper section.
7.
Finally reach a button that opens up the Plinko panels.
PLINKO ONE GIVES EXTRA CUBE TWO
He can try the Pedestal Button again and get the third cube.
BEYOND THE DEADLY GOO
And with the same pattern than the Standard Version he can cross the goo and reach an Automatic Bridge to reach the exit.

The Bridge : Long Version

Level Description

SAME SET-UP THAN STANDARD VERSION
The framing and the breadcrumbs are the same then the other versions of the level.
STEP ONE : GET TO PLINKO ONE
1.
The Pedestal Button opens up a secret corridor.
2.
Leading to a Plinko. Once more the cube can be reached by the player.
3.
A Lightbridge is in a corner the player can deviate it with his portal gun.
4.
With the deviate bridge he can create a ladder.
5.
The ladder lead to a button.
6.
The button flip a black panel to a white one.
7.
That panel can put the Lightbridge across the room and reach another button that opens up the panels of the Plinko.
STEP TWO : PLINKO ONE BECOMES PLINKO TWO
The seocnd step is the Plinko of the Standard Version still giving the third cube.
AFTER THE PLINKOS YOU CROSS THE GOO
And with the Pistons Bridge revealed the player can cross the goo and reach the exit.
Developer :
Campus ADN
Year :
2023
# People Team :
Solo (6)
Platform/Engine:
Portal 2 Puzzle Creator
Client:
Campus ADN
Genre(s):
First Person Shooter/Puzzle
My Role:
Level Designer
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