My Role:

Gameplay, Level Designer and Product Owner

Designed all the puzzles and all the components of them. Created the entire level as well as managing the project so the team's vision and goals were reached.

Team Size:

10 People

Team Size:

10 People

Team Size:

10 People

Duration:

7 Weeks

Duration:

7 Weeks

Duration:

7 Weeks

Date:

May - June 2023

Date:

May - June 2023

Date:

May - June 2023

UE5

JIRA

PERFORCE

"A young kid finds themselves trapped in a lightning storm, they need to find a way home to safety while the storm becomes ever more aggressive."

Long Lost Lightning is a 3rd person puzzle game where you have to manipulate your environment to make The dangerous lightning hit certain objects for you to progress.

HOW THE lightning WORKs

HOW THE lightning WORKs

In this game the lightning works similar to lightning in real life. It prioritizes the highest point and conductivity, and the puzzles and the level are all built around that prioritization.

What Attracts the lightning is:


  • You, the player


  • High conductivity boxes of metal, which you can move around

The conductivity is based on:


  • The object's point of height

  • If close to other conductive objects. They increases each other's conductivity

Gameplay Design

Gameplay Design

Sketches

I started this project with creating the puzzles. I began to draw on paper from a side angle as I knew height is important and effect the lightning strike. Because of this, I could quickly see what would and could work or not, and if I had accidentally missed something

I started this project with creating the puzzles. I began to draw on paper from a side angle as I knew height is important and effect the lightning strike. Because of this, I could quickly see what would and could work or not, and if I had accidentally missed something.

Documents and Illustrations

for Key Components

When I had done a bunch of different puzzles I began to write documents and made quick illustrations in Figma. Documents and illustrations about:

  • Different rules of the game and what will happen depending on the situation.

  • How each piece in the puzzles worked and what they did.

  • What stages they had, so they would be easy to understand when either coding or creating blueprints.

  • What they might look like for the artists to quickly start creating assets and effects.

  • Different rules of the game and what will happen depending on the situation.

  • How each piece in the puzzles worked and what they did.

  • What stages they had, so they would be easy to understand when either coding or creating blueprints.

  • What they might look like for the artists to quickly start creating assets and effects.

The Lightning Rod

One of my favourite mechanic, and also the "fan favourite" was the lightning rod. My idea with them was to make something that works well for puzzles and the lightning but also give the player some sort of creative freedom.

The lightning rods creates a chain reaction between them when struck by the lightning. You can move each rod wherever, and create your own chain to solve a puzzle.

As the game is now, the puzzles with the lightning rods are more use to teach about the lightning rods in general, but an idea was to get the player to an area with several rods for them to use however they like.

Another fun thing with the rods is to simply watch the satisfying effect of the lightning jumping between them while creating its path.

The Lightning Rod

One of my favourite mechanic, and also the "fan favourite" was the lightning rod. My idea with them was to make something that works well for puzzles and the lightning but also give the player some sort of creative freedom.

The lightning rods creates a chain reaction between them when struck by the lightning. You can move each rod wherever, and create your own chain to solve a puzzle.

As the game is now, the puzzles with the lightning rods are more use to teach about the lightning rods in general, but an idea was to get the player to an area with several rods for them to use however they like.

Another fun thing with the rods is to simply watch the satisfying effect of the lightning jumping between them while creating its path.

Camera and Movement

Throughout the project, I worked back and forth on the Camera and Movement. My way of working with this was to simply play around in search of something that felt immersive and satisfying.

Camera

  • Made a small delay on the camera so it would follow the character more smoothly. There was a fine line for the right amount of delay as it could drastically give a weird feeling when having to much while doing strong turns with the character.


  • To make it more immersive, I made a cinematic ratio. Inspired of what is usually used in movies. Making you more part of this stormy adventure.


  • A problem that often occurred was the camera being dragged down to the ground when looking up. Putting it in an annoying perspective in proportion to the character. Asked the programmer to clamp the camera's X axis to a degree so the player could keep their focus forward. Keeping them immersed.

Movement

  • Tweaked a lot with the running speed. I should feel fast and in a hurry, yet slow enough to be able to think and able to take in the environment.


  • When interacting with with either moveable objects or ramps to climb up on, there where technical guidelines that was needed to be followed. This made the challenge of finding a good distance between those objects and the character. In order to keep the flow for the player's movement when interacting. I believe there is a better distance than the one I found as the flow can still be disturbed in specific angles.

Camera and Movement

Throughout the project, I worked back and forth on the Camera and Movement. My way of working with this was to simply play around in search of something that felt immersive and satisfying.

Camera

  • Made a small delay on the camera so it would follow the character more smoothly. There was a fine line for the right amount of delay as it could drastically give a weird feeling when having to much while doing strong turns with the character.


  • To make it more immersive, I made a cinematic ratio. Inspired of what is usually used in movies. Making you more part of this stormy adventure.


  • A problem that often occurred was the camera being dragged down to the ground when looking up. Putting it in an annoying perspective in proportion to the character. Asked the programmer to clamp the camera's X axis to a degree so the player could keep their focus forward. Keeping them immersed.

Movement

  • Tweaked a lot with the running speed. I should feel fast and in a hurry, yet slow enough to be able to think and able to take in the environment.


  • When interacting with with either moveable objects or ramps to climb up on, there where technical guidelines that was needed to be followed. This made the challenge of finding a good distance between those objects and the character. In order to keep the flow for the player's movement when interacting. I believe there is a better distance than the one I found as the flow can still be disturbed in specific angles.

Level Design

Level Design

Mini Models

To use my time efficiently while waiting on the lightning system from the programmers, I began to make small 3D models of my puzzles. With those models I started testing the puzzles with people.

All I gave them during the test was the models and then tried to narrate what they saw and what happened when they started the puzzles or made their choices. This gave me an idea of how people might think.

I used them as well to put them together to create an overview of how the hole level can be structured.

Mini Models

To use my time efficiently while waiting on the lightning system from the programmers, I began to make small 3D models of my puzzles. With those models I started testing the puzzles with people.

All I gave them during the test was the models and then tried to narrate what they saw and what happened when they started the puzzles or made their choices. This gave me an idea of how people might think.

I used them as well to put them together to create an overview of how the hole level can be structured.

Block Out

As soon as the first lightning system was done by the programmers, I started to block out the level and test the puzzles for real.

For this game we wanted it to have a "slow burn tension" to it. Meaning you should be on your guard but not necessarily have you heart pounding. To achieve this, I strived for finding a nice balance between open areas, where the player can have a chance to think, and closed areas, where the player are close to danger as they are making their actions to solve the puzzles.

Block Out

As soon as the first lightning system was done by the programmers, I started to block out the level and test the puzzles for real.

For this game we wanted it to have a "slow burn tension" to it. Meaning you should be on your guard but not necessarily have you heart pounding. To achieve this, I strived for finding a nice balance between open areas, where the player can have a chance to think, and closed areas, where the player are close to danger as they are making their actions to solve the puzzles.

Mini Models

To use my time efficiently while waiting on the lightning system from the programmers, I began to make small 3D models of my puzzles. With those models I started testing the puzzles with people.

All I gave them during the test was the models and then tried to narrate what they saw and what happened when they started the puzzles or made their choices. This gave me an idea of how people might think.

I used them as well to put them together to create an overview of how the hole level can be structured.

How to Teach The Player?

One big challenge for this project was the goal to teach the player that the lightning prioritize the object with the highest conductivity, which increases with height or sharing with nearby objects.

My first try to teach it was by having two boxes in a puzzle, where one was standing on a higher point, attracting the lightning. To solve the puzzle you had to climb up to that box and drag it down to destroy a wall.

Problem was, that most people put their focus on the box standing on the lower point. As it was a component of the puzzle, they usually thought they needed to do something with it. For example, trying to "steal" the lightning from the higher box.

I scrapped that puzzle and instead, I took inspiration from the players that tried to "steal" the lightning.

So I made another puzzle where you could not climb up to the box on the higher point and had to put two boxes near each other. Making them share and increase their conductivity to "steal" the lightning.

It became two birds with one rock as in that puzzle more people learned and understood that nearby objects share and increases their conductivity. Plus, more started thinking height matter.

How to Teach The Player?

One big challenge for this project was the goal to teach the player that the lightning prioritize the object with the highest conductivity, which increases with height or sharing with nearby objects.

My first try to teach it was by having two boxes in a puzzle, where one was standing on a higher point, attracting the lightning. To solve the puzzle you had to climb up to that box and drag it down to destroy a wall.

Problem was, that most people put their focus on the box standing on the lower point. As it was a component of the puzzle, they usually thought they needed to do something with it. For example, trying to "steal" the lightning from the higher box.

I scrapped that puzzle and instead, I took inspiration from the players that tried to "steal" the lightning.

So I made another puzzle where you could not climb up to the box on the higher point and had to put two boxes near each other. Making them share and increase their conductivity to "steal" the lightning.

It became two birds with one rock as in that puzzle more people learned and understood that nearby objects share and increases their conductivity. Plus, more started thinking height matter.

Block Out

As soon as the first lightning system was done by the programmers, I started to block out the level and test the puzzles for real.

For this game we wanted it to have a "slow burn tension" to it. Meaning you should be on your guard but not necessarily have you heart pounding. To achieve this, I strived for finding a nice balance between open areas, where the player can have a chance to think, and closed areas, where the player are close to danger as they are making their actions to solve the puzzles.

Cutting It Down

We had a limitation for this game, which was that it should be around twenty minutes of game time. Our game, when we combined everything usually took thirty minutes.

The team and I wanted to bring it down to twenty minutes to give the whole gaming experience when presenting it. We worked more with readability. Such as making objects that reacts by the lightning glow, or have more contrast with the environment while following the colour code. It became better, but not enough.

Eventually we came to the point to make what I call… "The Cleanse."

Cutting It Down

We had a limitation for this game, which was that it should be around twenty minutes of game time. Our game, when we combined everything usually took thirty minutes.

The team and I wanted to bring it down to twenty minutes to give the whole gaming experience when presenting it. We worked more with readability. Such as making objects that reacts by the lightning glow, or have more contrast with the environment while following the colour code. It became better, but not enough.

Eventually we came to the point to make what I call… "The Cleanse."

How to Teach The Player?

One big challenge for this project was the goal to teach the player that the lightning prioritize the object with the highest conductivity, which increases with height or sharing with nearby objects.

My first try to teach it was by having two boxes in a puzzle, where one was standing on a higher point, attracting the lightning. To solve the puzzle you had to climb up to that box and drag it down to destroy a wall.

Problem was, that most people put their focus on the box standing on the lower point. As it was a component of the puzzle, they usually thought they needed to do something with it. For example, trying to "steal" the lightning from the higher box.

I scrapped that puzzle and instead, I took inspiration from the players that tried to "steal" the lightning.

So I made another puzzle where you could not climb up to the box on the higher point and had to put two boxes near each other. Making them share and increase their conductivity to "steal" the lightning.

It became two birds with one rock as in that puzzle more people learned and understood that nearby objects share and increases their conductivity. Plus, more started thinking height matter.

"The Cleanse"

The last day of the project was getting closer and the cut needed to be done quickly as there was more things that needed to be fixed.

I took the parts of the level that people tend to mostly enjoy and the ones that taught the player the most. In 2.5 hours, I picked the whole level apart, rearranged, and put it back. It worked and we managed to bring down the play time and reached our goal.

"The Cleanse"

The last day of the project was getting closer and the cut needed to be done quickly as there was more things that needed to be fixed.

I took the parts of the level that people tend to mostly enjoy and the ones that taught the player the most. In 2.5 hours, I picked the whole level apart, rearranged, and put it back. It worked and we managed to bring down the play time and reached our goal.

Cutting It Down

We had a limitation for this game, which was that it should be around twenty minutes of game time. Our game, when we combined everything usually took thirty minutes.

The team and I wanted to bring it down to twenty minutes to give the whole gaming experience when presenting it. We worked more with readability. Such as making objects that reacts by the lightning glow, or have more contrast with the environment while following the colour code. It became better, but not enough.

Eventually we came to the point to make what I call… "The Cleanse."

Level Dressing

After "The Cleanse" I put my focus on decorating the level. This workload was shared between me and some artist. We took responsibility of different areas and the pictures showed above is on those areas I was responsible for.

Level Dressing

After "The Cleanse" I put my focus on decorating the level. This workload was shared between me and some artist. We took responsibility of different areas and the pictures showed above is on those areas I was responsible for.

"The Cleanse"

The last day of the project was getting closer and the cut needed to be done quickly as there was more things that needed to be fixed.

I took the parts of the level that people tend to mostly enjoy and the ones that taught the player the most. In 2.5 hours, I picked the whole level apart, rearranged, and put it back. It worked and we managed to bring down the play time and reached our goal.

Final Result

Above are pictures with an overview of all the puzzles for the whole level from beginning to end.

Final Result

Above are pictures with an overview of all the puzzles for the whole level from beginning to end.

Level Dressing

After "The Cleanse" I put my focus on decorating the level. This workload was shared between me and some artist. We took responsibility of different areas and the pictures showed above is on those areas I was responsible for.

Lesson Learned

Lesson Learned

Final Result

Above are pictures with an overview of all the puzzles for the whole level from beginning to end.

Some of What I've Learned

I am quite happy how the level and the game turned out in the end. Had of course loved to work on it some more and polish it further. Learned a lot and some of those lessons are:

  • Less can be more when it comes to puzzles. Puzzles do not necessarily need to be complicated for it to be a good puzzle game. Many player will feel good about solving any puzzle, as it helps creating a good flow for the game and keeps the player and the game on the same page. Making everyone happy.


  • Aim for 200, and you will probably land on 100. Sometimes, something like a visual effect or a path to go, can feel big, clear, or loud as you are working on it. Because it has all your focus while working on it, it is likely so. If you take some distance from it though and bring in the rest of the game. It will start to disappear in the crowd and might not feel as big, clear, or loud as it did before. Especially compared from a new player perspective. If something in the game is important, make it important. Whatever that implies. Aim for 200, land on 100.

Some of What I've Learned

I am quite happy how the level and the game turned out in the end. Had of course loved to work on it some more and polish it further. Learned a lot and some of those lessons are:

  • Less can be more when it comes to puzzles. Puzzles do not necessarily need to be complicated for it to be a good puzzle game. Many player will feel good about solving any puzzle, as it helps creating a good flow for the game and keeps the player and the game on the same page. Making everyone happy.


  • Aim for 200, and you will probably land on 100. Sometimes, something like a visual effect or a path to go, can feel big, clear, or loud as you are working on it. Because it has all your focus while working on it, it is likely so. If you take some distance from it though and bring in the rest of the game. It will start to disappear in the crowd and might not feel as big, clear, or loud as it did before. Especially compared from a new player perspective. If something in the game is important, make it important. Whatever that implies. Aim for 200, land on 100.

Product Owner

Product Owner

Some of What I've Learned

I am quite happy how the level and the game turned out in the end. Had of course loved to work on it some more and polish it further. Learned a lot and some of those lessons are:

  • Less can be more when it comes to puzzles. Puzzles do not necessarily need to be complicated for it to be a good puzzle game. Many player will feel good about solving any puzzle, as it helps creating a good flow for the game and keeps the player and the game on the same page. Making everyone happy.


  • Aim for 200, and you will probably land on 100. Sometimes, something like a visual effect or a path to go, can feel big, clear, or loud as you are working on it. Because it has all your focus while working on it, it is likely so. If you take some distance from it though and bring in the rest of the game. It will start to disappear in the crowd and might not feel as big, clear, or loud as it did before. Especially compared from a new player perspective. If something in the game is important, make it important. Whatever that implies. Aim for 200, land on 100.

Being PO

As product Owner of this game, I did my best to drive the team and game forward. I organized tasks in Jira and wrote down what needed to be done and what to prioritize. I made also sure that everyone cross the disciplines was on the same page and knew what to do themselves but as well as knowing what the other were doing. I always tried to have the vision in the back of my head in able to answer any question from any team member.

Being PO

As product Owner of this game, I did my best to drive the team and game forward. I organized tasks in Jira and wrote down what needed to be done and what to prioritize. I made also sure that everyone cross the disciplines was on the same page and knew what to do themselves but as well as knowing what the other were doing. I always tried to have the vision in the back of my head in able to answer any question from any team member.

Other

Other

Being PO

As product Owner of this game, I did my best to drive the team and game forward. I organized tasks in Jira and wrote down what needed to be done and what to prioritize. I made also sure that everyone cross the disciplines was on the same page and knew what to do themselves but as well as knowing what the other were doing. I always tried to have the vision in the back of my head in able to answer any question from any team member.

General Work

We all did our best within the team to help the way we could and took upon different kinds of work. I worked a little bit on VFX for the lightning between objects sharing conductivity.

I also took upon the challenge to create a dither material for all objects to have. Making a cool and practical effect when the camera comes to close to it so the player could see the character all of the time.

Something else I did was creating the rain effect and the triggers to intensify it.

General Work

We all did our best within the team to help the way we could and took upon different kinds of work. I worked a little bit on VFX for the lightning between objects sharing conductivity.

I also took upon the challenge to create a dither material for all objects to have. Making a cool and practical effect when the camera comes to close to it so the player could see the character all of the time.

Something else I did was creating the rain effect and the triggers to intensify it.

Sketches

I started this project with creating the puzzles. I began to draw on paper from a side angle as I knew height is important and effect the lightning strike. Because of this, I could quickly see what would and could work or not, and if I had accidentally missed something.

Documents and Illustrations

for Key Components

When I had done a bunch of different puzzles I began to write documents and made quick illustrations in Figma. Documents and illustrations about:

  • Different rules of the game and what will happen depending on the situation.

  • How each piece in the puzzles worked and what they did.

  • What stages they had, so they would be easy to understand when either coding or creating blueprints.

  • What they might look like for the artists to quickly start creating assets and effects.

The Lightning Rod

One of my favourite mechanic, and also the "fan favourite" was the lightning rod. My idea with them was to make something that works well for puzzles and the lightning but also give the player some sort of creative freedom.

The lightning rods creates a chain reaction between them when struck by the lightning. You can move each rod wherever, and create your own chain to solve a puzzle.

As the game is now, the puzzles with the lightning rods are more use to teach about the lightning rods in general, but an idea was to get the player to an area with several rods for them to use however they like.

Another fun thing with the rods is to simply watch the satisfying effect of the lightning jumping between them while creating its path.

General Work

We all did our best within the team to help the way we could and took upon different kinds of work. I worked a little bit on VFX for the lightning between objects sharing conductivity.

I also took upon the challenge to create a dither material for all objects to have. Making a cool and practical effect when the camera comes to close to it so the player could see the character all of the time.

Something else I did was creating the rain effect and the triggers to intensify it.

Camera and Movement

Throughout the project, I worked back and forth on the Camera and Movement. My way of working with this was to simply play around in search of something that felt immersive and satisfying.

Camera

  • Made a small delay on the camera so it would follow the character more smoothly. There was a fine line for the right amount of delay as it could drastically give a weird feeling when having to much while doing strong turns with the character.


  • To make it more immersive, I made a cinematic ratio. Inspired of what is usually used in movies. Making you more part of this stormy adventure.


  • A problem that often occurred was the camera being dragged down to the ground when looking up. Putting it in an annoying perspective in proportion to the character. Asked the programmer to clamp the camera's X axis to a degree so the player could keep their focus forward. Keeping them immersed.

Movement

  • Tweaked a lot with the running speed. I should feel fast and in a hurry, yet slow enough to be able to think and able to take in the environment.


  • When interacting with with either moveable objects or ramps to climb up on, there where technical guidelines that was needed to be followed. This made the challenge of finding a good distance between those objects and the character. In order to keep the flow for the player's movement when interacting. I believe there is a better distance than the one I found as the flow can still be disturbed in specific angles.