
Fred is Lost
(Project Void)
Summary
Project Void is a short isometric puzzle game with focus on accessibility and creating complexity
in simplicity. Notable benchmarks for the project are Cocoon and Celeste.
The project is developed during 12 weeks at half speed (4 hours/day), tools for UnderConstruction included.
Created in Unreal Engine, with assets made in MagicaVoxel and Blender.
Goals and milestones
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A strong gameplay foundation with a set of scalable prototypes
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First level showcased as a portfolio piece for time management/reaching deliverables
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4 weeks at half speed​
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A wordless onboarding using diegetic elements
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Intuitive and fluid linear level design
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Accessible and rewarding experience
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Conducting playtests and adressing feedback
// Gameplay design
Designing an accessible and rewarding experience
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The primary design philosophy for the project is to create an intuitive and fluid experience, all choices should reflect on these two keywords. With minimal handholding and a minimalistic approach, which lets the puzzles do the heavy lifting, all options for both movement and interactions are limited to simplify the gameplay and make the game more accessible - games are for everyone.​​​​

Meet Fred - our character
The prototype relies on a relatable character with a charming body language that can encapsulate both the narrative and intended emotions to be an extension of the players feelings. The character is modelled in MagicaVoxel, by seperating each limb the model could be cleaned up, assembled and rigged in Blender.
Freds simple design and bright color scheme makes him easily extinguised from the environment and creates a good contrast towards the frigid landscape. He moves quickly with switft movement speed and responsive controls, so more focus can be put on puzzle elements and not navigation.
Movement
Fred's procedual animations in managed with a Control Rig, adding calculated life with imperfections to the systematic movement, creating a lot of charm and randomness which helps to establish a good game feel.
The quick footwork conveys a sense of urgency and determination, he is tired but wants nothing else then to get back home. While standing still, he shows thoughtful confusion when turning in place, he is facing the same obstacles as you are.
// Backwards teleportation
Backtrack
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The cornerstone of the gameplay is the ability 'Backtrack'. All puzzles are designed with it as the key.
Working as a backwards teleport, putting Fred back at a predetermined location. It's by design a narrative safety mechanic which the player also can utilize as a mean to progress.​
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Backtrack also symbolizes the road to recovery when dealing with trauma and distress, sometimes yo get a bit set back - but that's okay, use that step back to your advantage.
// Interaction system
Limited control scheme
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All interactions across the experience is handled with a single input, ranging from picking up and placing keystones to activating machinery. It's a versitile mechanic with responsive and consistent behavior to have as a base layer for all puzzles. An accessible system that's intuitive to grasp.
The system is built with an interface to communicate between actors depending on the state of the player, making it scalable and rapid prototyping friendly.
// Prototyping gameplay
Prototype of reactive environment. The goal was to create geometry that reacted to the presence of the player, and preventing a clear path. I fractured a Static Mesh and then recorded the simulated chaos destruction, holding the bases in place with anchor fields to ground it in the level. The cache manager is added to a level sequence, which is scrubbed back and forth using the players distance to it as an alpha.
I prioritize having all gameplay components in place before blocking out levels. With all the essential building blocks established, I can better pace the flow of the level and design puzzles with a gradual difficulty progression that naturally expands on the gameplay mechanics.
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To support this, I maintain a gameplay gym - a controlled test environment where mechanics are organized by complexity and documented with setups and use cases. This helps identify how elements can be layered for more intricate gameplay.​
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My prototypes are built with scalability, modularity and clean architecture in mind. Relevant functionality is called using an interface, interactions between systems and actors are clearly defined, and editable parameters are exposed for flexibility and iteration. Low-level with C++, high with blueprints.
Keystone gameplay and how they affect the world

Activate
Can charge up connected puzzle elements when placed to an activator.
Attract
Can pull closer nearby objects.
Preserve
Calms down unstable environment, the planet doesn't really want you there - but having a little part of it with you helps.
There is three different types of keystones, albeit only two exists in the first level, easily distinguished and each with their own set of rules. The colors are carefully selected to contrast the world for increased readability.
Core gameplay mechanics
Includes the backtrack teleport ability and the interaction system. Simple and intuitive mechanics which all following elements builds upon for added complexity.
Base gameplay mechanics
Navigational puzzle components, such as moving platforms and elevators. Used for both pacing and Level Thresholds, adds a layer to each puzzle.
Keystone driven gameplay
Components affected by keystones, for example: platforms with attached activators.
Dynamic environment
Level geometry preventing the players path, se section below. The stones are a part of the planet, use them to you advantage.
Negative puzzle elements
Binary obstacles, disintegrates keystones.
Can be turned to positive elements.

Level design and working with clear constraints
The vision to blockout
Fred is Lost tells a very personal story about dealing with trauma, picking yourself back up and piecing together what's in front of you - tackling one obstacle at a time, at your own pace. Demonstrated with a set of puzzles serving as the metaphorical challenges ahead.
The first level acts as the narrative and mechanical foundation, representing the fragmented mental state of the protagonist. Broken islands mirror the internal disarray. The level is a carefully curated experience - every area has a purpose. Exploration follows a natural flow and avoid excessive walking. Small moments of charm invite the player to pause and reflect, reinforcing the emotional depth.
Mechanics are introduced before they're required, to make sure the player have a solid understanding of the rule set through hands-on discovery. For more complex interactions, players may gently be locked into areas to focus their attention, while previous locations are subtly closed off with context-sensitive barriers, preventing confusion and unnecessary backtracing.
Clear affordances, a minimalistic visual palette and strong composition guide the players without cluttetring the screen. Structure and pacing are refined through iteration and playtesting to maintain engagement and emotional impact throughout.
The initial sketch and references
The starting section of the level is inspired by a rocky archipelago, to mirror the story and convey the intended mood in a subtle way.
A designated space for exposition.
I chose a clear palette early on to easily extinguish level geometry from the character, keystones and machinery.

Blocking out the tutorialization
Plan, mood, references, palette, composition, test for screenspace, introducing machinery, designate space for exposition
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Puzzle design
The puzzles are designed to earn the player's trust - challenging but fair, respecting their cognitive bandwith. Complexity ramps up gradually, building on previous mechanics to create a steady and satisfying sense of preogression. Navigational puzzles and cause-and-effect interactions, driven by an order of operation, encourage throughtful exploration and deliver those rewarding "aha!" moments.
Some puzzles are interntionally simple, offering moments of relief and improve the overall flow, while others are layered and interconnected, culminating in a more intricate challange. Added fail-safes and reset mechanics ensure players don't get stuck, and tested design eliminates the need for frustrating backtracking.
Each puzzle teaches, builds and prepares the player - creating momentum and not friction.