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SCRAPS

SUMMARY

Scraps is a single player experience in which players have to explore different areas while following a narrative and completing objectives. 

 

As designers, Scraps meant an introduction to Level Design, Advanced Scripting & Storytelling. Since the project was developed over the course of three months, each member of the team was able to improve the quality of their work to levels never seen before.

 

Although SCRAPS might look simple, it was a necessary experience to understand how to do better design and coding.

DETAILS

SCRAPS started as an individual introduction to Level Design, Scripting, and Mechanics Design. As unexperienced Designers, we were given the Anti-Gravity Gun "Gravnull", and we were told to design our levels and mechanics around this concept. At the same time, a Creative Vision to follow was provided, so, as Designers, we had to keep all these aspects in mind when developing our level and features.

 

Scripting and Level Design were the two main aspects that I focused my attention on during the three months of development.

 

Scripting: As a Designer, SCRAPS was the first real interaction with a higher level of scripting. I had to design my own mechanics from scratch, and these should follow a cohesive narrative. When I started this project, I was not completely confident in my scripting skills; as a result, I decided to iterate and experiment with simple but entertaining mechanics that made use of the Anti-Gravity Gun. Since my level was set in an abandoned factory, I created a Crafting Table Mechanic. It was the most relevant interaction of my level. The Crafting Table required players to bring materials to it by using the Anti-Gravity Gun. The level proposed different craftable objects according to the objects brought to the table. Although it was simple, it required me an understanding of how objects, collisions, and behaviors interact in Unity.

 

Level Design: I took an approach to Level Design based on my Crafting Table Mechanic. On each section of my area, players will need to find and utilize certain objects in order to complete the objectives. Additional to this, one of the hardest moments when designing the level was actually making the level feel like an Abandoned Factory. Each object placed on the level had a purpose and a reason to be there. SCRAPS taught me the importance of the little details and subtle clues that allow the player to have a better understanding of their objectives.

 

Due to the duration and scope of the project, besides working as an individual, I had to make sure that everyone on my team felt confident with the  Levels and mechanics they were creating. More than acquiring technical knowledge, SCRAPS taught me how important is to have good communication between team members in order to have a high quality product.

GALLERY

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