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The Password

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.

Decipher complex codes, conquer puzzly passwords, and unveil hidden machinery in a realm ruled by enigmatic mechanisms.

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 forged a puzzle experience that diverged from the norm. Rooted in computer science and electronic logic, it challenged players with interconnected puzzles, mainly utilizing lasers, platforms, and fizzlers.

The deliberate exclusion of gel, tractor beams, and turrets sparked innovative solutions, resulting in a uniquely engaging gameplay that merged logic and creativity seamlessly.

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

Bottom Up Methodology : Gameplay Blocks

1.
Logic Gates : In my design process, I embarked on an exploration of the laser emitter, catcher, and cube button. Employing a "bottom-up" strategy, I meticulously constructed gameplay segments that embodied literal logic gates.

AND Gate :
(Input 1 = 1 + Input 2 = 1) = 1; else = 0
Cube Button 1 ON + Cube Button 2 ON = Laser Emitter ON otherwise OFF

NAND Gate :
(Input 1 = 0 + Input 2 = 0) = 1; else = 0
Cube Button 1 OFF + Cube Button 2 OFF = Laser Emitter ON otherwise OFF

NOT Gate:
(Input 1 = 1) = 0; else = 1
Cube Button 1 ON = Laser Emitter OFF otherwise ON

OR Gate:
(Input 1 = 1 or/and Input 2 = 1) = 1; else = 0
Cube Button 1 ON + Cube Button 2 OFF / Cube Button 1 OFF + Cube Button 2 ON / Cube Button 1 ON + Cube Button 2 ON = Laser Emitter ON otherwise OFF.

NOR Gate:
(Input 1 = 1 or/and Input 2 = 1) = 0; else = 1
Cube Button 1 ON + Cube Button 2 OFF / Cube Button 1 OFF + Cube Button 2 ON / Cube Button 1 ON + Cube Button 2 ON = Laser Emitter OFF otherwise ON.

XOR Gate:
(Input 1 = 1 or Input 2 = 1) = 1; else = 0
Cube Button 1 ON + Cube Button 2 OFF / Cube Button 1 OFF + Cube Button 2 ON = Laser Emitter ON otherwise OFF

XNOR Gate:
(Input 1 = 1 or Input 2 = 1) = 0; else = 1
Cube Button 1 ON + Cube Button 2 OFF / Cube Button 1 OFF + Cube Button 2 ON = Laser Emitter OFF otherwise ON
2.
Toggle Switches : Fueled by community inspiration, I delved into reverse engineering to craft switches with dual states—A and B—shifting seamlessly between them. Drawing from both existing designs and my own modifications, I harnessed this newfound understanding to infuse my level with interactive elements.

Modularity and Level Scales

Embracing a modular mindset resonates with my design philosophy. When constructing my Portal 2 level, I leveraged this perspective to craft two distinct iterations originating from a common foundation. This approach empowered me to experiment with complexity and length, a crucial maneuver within our imposed time limitations.

In the case of The Password I was able to create a Short, Standard and Long Version based on the same kind of puzzle. Inspired by a puzzle that I saw from the community done with the Hammer Engine, I challenged myself to do something similar. But using only the game ingredients and the Puzzle Creator.

The Password : Short Version

Level Description

SHOWING SUB-OBJECTIVE
From the start the set up direct the attention of the player to the sub-objective, activating an Angle Panel. Of course most players will try the Pedestal Button... but alone it does nothing.
EXPOSING PUZZLE
The player when turning is head can see a tease of the puzzle.
LEAVING A CLUE
By going up with a portal the player can have access to a clue. A sequence of black and white panels. The lights above indicate the length of the clue.
MIRRORING
Face to the clue there is another row of black and white panels. Each one connected to a Pedestal Button. The player can make the Panel pivot and change color. The intent of the design is to make the player imitate the sequence of the clue.
REWARD
The player can now try the first Pedestal again and it will reveal a Faith Plate. The jumps made with Faith Plate are simple but true fun and rewarding aspect in Portal 2.
BEHIND THE SCENE
The whole concept of Wheatley's Redemption is about a secret factory with hidden machinery. Through the jump the player can see the "computer" made with my toggle switches. Sadly the logic gates are hidden but in use for the level.

The Password : Standard Version (Level 9 Wheatley's redemption DLC)

Level Description

FIRST PASSWORD SAME AS SHORT VERSION
The first step of the Standard Version is the same of the Short one.
MACHINES BELOW
But now the Faith Plate bring the player to another floor. Through the glass floor a spectacle is offered to the player all the switches and machinery making the puzzles works.

Hidden in a separate environment there is some logic gates that helps too.
SECOND CLUE
When traversing the second floor the player come across two doors on each side. On one side a room with a machine behind a glass. Once activated it shows another clue.
SECOND PASSWORD
In the other room another sequence of panels with buttons. Because of the teaching of the first floor the player know now what to do.
JUMPING REWARD
When this second puzzle is done it permits to open a panel in the back of the second floor revealing a series of Faith Plates leading to the exit.

The Password : Long Version

Level Description

FIRST TWO'S SAME AS STANDARD
The first two puzzles are the same than the Standard version. Teaching on the first floor and up to the second one.
DOUBLE CLUES
In the room with the other clue... instead of big panel showing on and off the clue it is an automate that makes the panels flip revealing two clues in alternance.
THIRD AND LAST PASSWORD
The difference is that the room with the second puzzle opens an hidden room leading to the third one.
JUMPING REWARD AGAIN
Because jumps with Faith Plates are fun a series of jumps acts like a reward at the end of the level.
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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