Follow The Leader > Level Screenshots
Gallery of screenshots for Follow The Leader a Portal level.
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Setting the Stage for a New Game Mechanic
To provide an unobtrusive way for introducing the mechanic energy balls open doors, I created a simple vignette. Without too much effort the Player can internalize the two key messages: A door destroys Companion Cubes; and Energy balls open doors. Destroying the Companion Cube suggests closing doors kills the Player and the moving energy ball shows that energy balls open doors. -
Distinguishing Between Doors
Portal introduces many game mechanics in a proactive way, learning through doing. I incorporate a combination of indicator strips, a ball catcher, and a button to help the Player distinguish which doors open by energy balls. I consistently use many visual aides to provide the Player with a good sense of direction when solving puzzles. -
Follow the Energy Ball
In this room the Player begins to understand that for some puzzles the Player must follow or lead the energy ball to open doors to new areas. Providing the Player with no alternate routes, I helped the Player make the connection between the launched energy ball and the closed door. -
Bringing Things Back Into Perspective
If I had somehow made the Player feel removed from the Portal universe, I introduced a typical “Portal-esq” jumping puzzle to bring the level back into perspective. An important design decision I implemented throughout all my puzzles is keeping the goal of a puzzle in visible sight. In this room, using a glass pane to separate the two halves of the room lets the Player not only understands the separation of space but makes the Player aware that the goal is on the other side of the glass pane. -
Simple and Clear Visuals
A design decision met with mixed Player feed back is the placement of the ball launcher. I initially placed the ball launcher to clearly indicate where the energy ball intends to go and how to the direct the energy ball to the ball catcher. Some Players avoid the ball launcher completely and find a different means of reaching the other side; while other Players take the “direct” approach and disregard the danger of the ball launcher. -
Increasing the Difficulty
Since Portal is a puzzle game, Players expect a certain degree of mental stimulation and challenge. When creating a puzzle I try to find a balance between designing a puzzle that is not too complicated and overwhelming and a puzzle that is not too simplistic and boring. -
Taking a Break
With a simple puzzle design, I focused on creating an interesting environment. The combination of harmful slime below the grate floor and energy balls following close to the platform portrays a sense of danger in a controlled environment. -
Something Interesting
Many of the spaces in Portal are rectangular in design. This provides for simple and intuitive environments and allows the designer to concentrate on communicating different elements of a puzzle. I decided to experiment and created an octagonal shaped room. To have the Player make full use of the space of the room, an energy ball moves around the room, bouncing off walls and opening doors. -
Finale
I created a series of semi-transparent floors, which allows the Player to see the top of the room and how many floors the Player must traverse. Having successfully trained the Player the concept energy balls open doors, the Player guides the energy ball up three floors to a ball catcher. I tried to give a variety of ways of traveling from floor to floor; moreover, I provided a “secret” method of traversing the floors if a keen Player watches the emancipating grills toggling off and on. -
Puzzle Analysis
I spent a large amount of time designing the layout and flow of each puzzle. I tried to create puzzles that potentially have two to three different solutions. This allowed the Player to feel a sense of discovery when solving a particular puzzle and provided the feeling he/she was not constrained to solving a puzzle in set manner.
