
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 and scope
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4 weeks at half speed​
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Holisitc design with 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 reflect on these two design pillars. With a minimalistic approach to handholding and actions, letting the puzzles do the heavy lifting, all options for both movement and interactions are stipped down to simplify the gameplay and make the game more accessible as games are for everyone.​​​​

Meet Fred - our character
The prototype relies on a relatable character with a charming body language capable of encapsulating both the narrative and intended emotions to be an extension of the players feelings.
The 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 through responsive controls, so more focus can be put on puzzle elements and not navigation.
Custom Movement Component
Adjusting the locomotion and ledge detection differently whether objects are carried or not, preventing held meshes to clip into level geometry. Extra friction is applied depending on the impact normal for wall sliding to reduce frustration when bumping into obstacles while navigating.
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Fred's procedural animations in managed with a Control Rig, adding life with imperfections to the systematic movement. The quick footwork conveys a sense of urgency and determination, he's tired but want nothing else then to get back home. While standing still, he shows thoughtful confusion when turning in place, he's facing the same obstacles as you are.
// Core gameplay loop
​Gather information as each new zone is framed to provide a good vantage point. All puzzles are designed with cause and effect to let the player experiment without getting stuck.
After figuring out the correct ​order of operation and reaching the aha-moment (epiphany) using Backtrack as the key,
the player can progress through the level.​​​


Gather information > Cause and effect > Order of operations > Backtrack >
Progress​​
Backtrack
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The cornerstone of the gameplay is the ability 'Backtrack', functioning as a backwards teleport, putting Fred back at a predetermined location. It's by design a narrative safety mechanic for stranded astronauts which the player must utilize as a mean to progress.​
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Backtrack also symbolizes the road to recovery when dealing with trauma and distress, sometimes you get a bit set back and 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 and easy grasp.
Read more about it here.
// Process and workflow
From prototype to functional
With the core gameplay loop implemented, prototyping complementary gameplay objects and world elements can kick off to support content creation. Each prototype undergo the same development cycle and is carefully tested with the MDA framework.​​

Step 1: R&D to avoid potential pitfalls and to form a concept from references and napkin sketches.
Step 2: Prototyping to quickly test ideas and fail fast.
Step 3: Finding the fun by internally testing in a safe environment to identify issues and synergies.
Step 4: Contextualize to ground the prototype in the world and narrative.
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If the prototype passes all 4 steps it can be implemented in blockouts for external testing and later on go through functional passes and clean-ups.​​
Example: Keystone driven platforms
The goal was to create a binary and flexible puzzle component capable of connecting the world together with clear percieved affordances. A straight forward gameplay object to use which can be dynamically layered with other puzzle elements to increase complexity.
Powered with a Keystone it will be charged up and travel to the target location. Detach the Keystone at any point to return to the initial location, adding to the Keystone delivery gameplay system.
Functional platform (video below) includes setup ease of use and contextualized the visual language.

First prototype of the moving platforms.

Approved prototype used in blockouts.
Testing helped identify issues and edge cases needing to be resolved. Two softlock issues immediately became apperant. Addressing both drastically improved the consistency of the experience.
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Problem: The Keystone could be reached from outside of the platform creating a progression blocker.​
Solution: Flesh out the affordances to fine-tune world metrics and improve readability.
Implemented Player Reach Tracking to ensure the character is within range and have line of sight to register as a possible interaction.
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Problem: Players could Backtrack while using a platform and then be unable to either reset it or progress.​
Solution: Prototyped and implemeted a complementary safety-net mechanic to reduce frustration. Keystones can now be reconstructed at the connected activator, crumbling the active instance, resetting the platform. Synergizes well with the platforms while further emphasizes Order of Operation gameplay.​ ​​​
// Puzzle design
Keystone gameplay and how they affect the world
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The puzzle gameplay consist of a delivery system where the key is required to be transported through the zone in order to progress. The Keystone is both the solution and the obstacle at once.
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The puzzles are designed to earn the player's trust by being challenging but fair. Complexity ramps up gradually, building on previous mechanics to create a steady and satisfying sense of progression.
Navigational puzzles and cause-and-effect interactions, driven by an order of operation, encourage throughtful exploration and deliver those rewarding "aha!" moments.
The initial puzzle prototype (left) is built to teach the player to combine Backtrack and platform behaviour. Placing the ability target location to catch up with the platform in-time. Whiteboxed iteration (right) contextualized in the world is better framed to give the necessary information with a more natural layout.
Each puzzle is designed as a loop before completion by having an entry- and an exit point available at all time, as well as the option to reset components.
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Some puzzles are intentionally simple, offering moments of relief and improve the overall flow, while others are layered and interconnected, culminating in a more intricate challange.​​​
// 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 by tackling one obstacle at a time, at your own pace. Demonstrated with a set of puzzles serving as the metaphorical challenges ahead.
The level acts as the narrative and mechanical foundation, representing the fragmented mental state of the protagonist. Broken up islands mirror the internal disarray. Exploration follows a natural flow without excessive walking. Small moments of charm invite the player to pause and reflect, reinforcing the emotional depth.
The initial sketch and references
The starting section of the level is inspired by a rocky archipelago. It's a designated space for exposition to mirror the story and convey the intended mood in a subtle way.
I chose a greyscale palette early on to easily extinguish level geometry from the character, Keystones and machinery.

Blocking out the tutorialization
The first few islands was blocked out as a proof of concept to test out the rythm and composition with the constraints of a set perspective to build a seamless and organic onboarding.
A space for the player to get accustomed to navigating the environment while introducing the fundamental mechanics.​​​​



Hover over each node for more information.










Introducing mechanics
Mechanics are introduced before they're required, to make sure the player have a solid understanding of the ruleset through hands-on discovery and experimantion. For more complex interactions, players may gently be locked into new zones to focus their attention, while previous locations are subtly closed off with context-sensitive level thresholds, preventing confusion and unnecessary backtracing.
Designing without visible long term goals
We only frame the relevant puzzle, as seen above the threshold elevator is not included in the scene for
Zone 01 before you enter the last island, with the breadcrumb Keystone placed as a point of intrest to be the short term goal of the zone. As the player reaches the last island, the elevator end destination and the start of the next zone is visible to not overwhelm and let each puzzle be the hero piece.
// Closing thoughts

Creating the initial prototype and blocking out the first level has been a very inspiring time for me.
It's a great feeling when you see all the components, from the narrative to the gameplay, come together and overlap eachother creating ludonarrative consistency.
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Backtrack has taken a few iterations to feel right and balanced with the remaining puzzle objects. It's been a challenge to get such an agile ability to work well with the simplified gameplay and the contraints of the world. As I've continued to work on the game since the initial prototype, I'm happy about the solid groundwork I put in.
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Thank you for reading!

Bonus prototype of what to come.