PROJECT 3LF

Project 3lf is a slow-paced puzzle game set in a beautifully crafted environment. My responsibility was to create the layout and blockout for the world of Project 3lf.

I divided the entire layout into four distinct zones, each with unique puzzles to solve and different monsters to encounter. The central part of the game is a laboratory with a tree, which serves as the player’s guide through this unusual world. I designed this area as a narrow, circular room with staircases leading to other rooms.

The central laboratory with the guiding tree was intended to be the heart of the game, providing a unique blend of nature and technology in its design. Each room was carefully crafted to offer a distinct atmosphere, pushing the boundaries of puzzle-solving and player engagement. In the Red Room, the lack of light combined with industrial elements was meant to instill tension, while the shifting platforms kept the player on edge. The Blue Room, with its sleek, futuristic look, was designed to encourage slower, more methodical thinking, contrasting the fast-paced action of the red zone. While we couldn’t fully realize the Yellow Room, its concept remains an integral part of the game’s overall vision, aiming to blend parkour and logic in a seamless, challenging experience.

Overall, my focus was on creating varied and immersive environments that challenge the player in different ways, blending physical and mental challenges within a cohesive, thoughtfully structured world. I applied principles of architectural and urban planning to enhance both gameplay and spatial experience. Each zone was designed with clear spatial hierarchies, ensuring that players can easily navigate and understand their surroundings. I used circulation patterns to guide players intuitively through the environment, with key landmarks like the central tree acting as focal points for orientation.

Additionally, I followed zoning principles to ensure that each room or area had its distinct function and atmosphere, creating a sense of purpose within the game world. In designing the Red Room, for example, I applied industrial design concepts, emphasizing large, open spaces that feel intimidating and unfamiliar, while the Blue Room’s high-tech feel followed a more enclosed, intricate structure, focusing on precision and detail. Furthermore, the use of verticality was key to encouraging exploration, allowing players to discover new paths and layers in the environment. By integrating these architectural and urban planning rules, I was able to create spaces that are not only engaging to explore but also coherent and functional within the game’s narrative framework.

Team: 13 people

Time: 7 weeks

Role: Level designer

itch.io: https://futuregames.itch.io/project3lf