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Void Remains

GENRE

VR, puzzle, exploration

ENGINE

Unreal Engine 5 (Blueprints)

ROLE

Gameplay designer, level designer, game programmer.

TEAM SIZE

2

ITCH.IO PROFILE

GAME STATUS

Prototype

GOALS

  • Create an engaging exploration experience, defined by a dreamlike, surreal aesthetic.

  • Develop gameplay that uses VR controllers in an atypical, innovative way.

  • Deliver a fully immersive gameplay experience, free of any HUD.

Void Remains is an environmental puzzle game in which the player progresses by interacting with elements of the surrounding environment.

The game's distinctive mechanic requires the player to use the palm of their hand as a lens and reticle, to explore the game world and interact with special map elements called Voids.

GAME

MY CONTRIBUTION

Being a two-person project, every creative and implementation phase was shared. Below are the contributions I led most directly.

Design and implementation of game mechanics:

  • Dynamic Meshes
    • Result: an engaging core mechanic that makes the environment an integral part of the puzzles, not just a backdrop.
    • Problem: implementing the core game mechanic so it could be manipulated by the player in real time.
    • Solution: dynamic, live-editable meshes that respond directly to player input.
  • Light Beams
    • Result: a new mechanic that increases gameplay depth and immersion within the level.
    • Problem: increasing puzzle complexity without introducing elements disconnected from the core mechanic.
    • Solution: light beams that exploit the openings left by Voids to open doors or activate mechanisms, directly linking the two mechanics.
ClipRaggioDiLuce.gif
  • Fracture Physics
    • Result: a strong surprise effect on first interaction, with a tangible increase in gameplay depth.
    • Problem: differentiating the effect of Voids for less linear gameplay, without altering what was learned in the tutorial.
    • Solution: elements built with Unreal Engine 5's Fracture mode, which shatter on contact with a force field.
ClipStatuaInfranta.gif

Level Design — First Area After the Tutorial

Level goal: consolidate the tutorial's mechanics by introducing the newly unlocked power, while maintaining visual consistency with the previous level.

Framework and references: an "introduce → repeat → expand" progression, typical of level design for VR environmental puzzles — each new power is first isolated, then reapplied in combination with those already known.

Main beats:

  • Reiteration of the tutorial's mechanics in a new context

  • Introduction of the new power in a contained, low-risk space

  • First puzzle requiring the use of the power on physical objects, not just walls — expanding the concept of the Void beyond its use up to that point

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