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Intuitive Onboarding

Software Used: Unreal 5, Microsoft Word, Figma, Whimsical

Genre: Metroidvania Platformer

Referenced Games: Hollow Knight, Celeste, Ori and the Blind Forest

Itch.io Link

Overview

  • Solo 3D Metroidvania platformer focused on improving player onboarding.

  • Designed around gradually teaching mechanics through playable challenges rather than text-heavy tutorials.

  • Inspired by Hollow Knight’s ability-gated exploration and Celeste’s bite-sized mechanic teaching.

  • Focused on expanding the player’s moveset through interconnected mechanics.

Design Focus

  • Created a movement-based onboarding experience built around ability progression.

  • Used level structure to guide players naturally through new mechanics.

  • Limited early route options to reduce confusion and backtracking.

  • Took inspiration from Ori and the Blind Forest by temporarily locking players into an early section until key upgrades were collected.

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Implementation

  • Built a full player movement system using Unreal Blueprint.

  • Implemented ability pickups, checkpoints, and player progression systems.

  • Added interfaces for pickups and checkpoint interactions.

  • Animated the player character using Mixamo assets.

  • Created or adapted VFX for abilities, springs, spikes, enemies, ground slams, and key pickups.

  • Used external assets for some materials, VFX, music, and sound effects.

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Problems Solved

  • Reduced floaty jumping by adjusting air control and gravity scale.

  • Improved dash feel by using a Timeline for smoother acceleration.

  • Fixed wall climb input reversing by replacing control rotation checks with actor rotation checks.

  • Responded to playtester feedback around navigation and getting lost.

  • Adjusted level flow to improve player guidance and reduce unnecessary backtracking.

Changes & Cut Features​

  • Removed camera zoom because playtesting did not show visibility as a major issue.

  • Cut a conveyor belt mechanic because it did not meaningfully support wall climbing.

  • Reduced the original mechanical city theme due to time limits.

  • Scaled back environmental polish and set dressing to prioritise core gameplay.

Reflection

  • The project strengthened my understanding of implicit tutorialisation and ability-gated level design.

  • Playtesting helped identify where movement feel and player guidance needed improvement.

  • Earlier scope control would have allowed more time for environmental polish.

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