Mirage

My contributions

(High) Level Design

Mirage was going to be an open world puzzle game which comes with it’s own set of challenges from a level design perspective. One of them being how to handle players encountering (difficult) puzzle sections without having learned the required (mechanical) knowledge yet. Mirage was still early in development when I was developing a progression system and world layout that allowed (limited) open world freedom without simply blocking content until a certain checkpoint/skill is reached. I was inspired by the elegant way this problem is solved in a game like Jonathan Blow’s: The Witness (2016)

Furthermore I’ve been designing a lot of standalone puzzles to flesh out certain mechanics and combination of mechanics, as well as complete ‘dungeons’ which are essentially buildings containing a more linear series of puzzles surrounding a particular mechanic or concept.

Not much has been announced as we we’re still early in development of a funded prototype. I’d be happy to show a demo behind close doors.