As I sought out temporary avenues to practice game design without a team of programmers and artists, I suddenly remembered that all Valve games come with the development tools to make mods and custom levels. Feeling emboldened by the amazing entries in Valve’s official mod contest for Portal 2 (a delightfully vexing puzzle game with a simple rule set and some dastardly challenges), I set out to learn to use the tools and practice level design. Here’s what I’ve learned so far.
While browsing the super helpful wiki on the subject, I came across a couple of schools of thought for level design. One method for designing a Portal puzzle is to use a chart to plot out the various states you want the puzzle to go through before you complete it. This can help you design a puzzle before you really have a vision of what it’s going to be. For example…
|
1 |
2 |
3 |
4 |
| Emancipation Grid |
On |
On |
Off |
Off |
| Floor Button |
Unpressed |
Unpressed |
Pressed |
Cube’d |
| Storage Cube |
Hidden |
Out of reach |
Obtained |
On button |
| Small Button |
Pressed |
Cube dispensed |
x |
x |
| Chamber Door |
Closed |
Closed |
Closed |
Open |
This is a simple 4 step puzzle that I designed as a basic way to get started. I selected the elements that I wanted in my puzzle first, and then decided what they should be used for and when they should be used. Apart from knowing what each button actually controlled, I didn’t really have any kind of concrete image in my head of what the puzzle would be at this time. But this simple chart gave me a foundation to work from. I ended up with a puzzle that looked like this:
 |
| Prolonged exposure to the button! |
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