top of page

Passenger

Trailer

Information

Group Size: 5 

Time: 10 weeks (half time)

Engine: Unity

Passenger is a PSX-inspired atmospheric puzzle game, with a narrative-heavy focus.

​

Description:

Become a passenger on a surreal journey through a mystery world where no subway station is the same. With each stop, you'll explore bizarre worlds, meet strange characters, solve puzzles and piece together a narrative that blurs the lines between reality and the otherworldly.

​

This is NOT a horror game, but contains creepy elements for a small portion of the game.

About

Level Designer

Level Artist

Level Layout Pool Level

END

Middle

START

This level is divided into three different sections:

 

1. The first section is for the player to meet NPCs and introduce the level.

2. The second section is a set-up for the final section, with height differences added to make it more interesting.

3. The last section is straightforward but intentionally placed so the player feels drawn into the room.

Level Design & Dressing

Framing

The use of framing in this case was to draw attention to both a short-term goal and a long-term goal.

 

The short-term goal is to reach the opening to the other room, which directs the player to move forward.

 

Within the frame, the game will also present the long-term goal, which is the door that is only visible from the bottom half.

Re-direction

While creating the first section, I attempted to divert the player's attention away from the main frame and long-term goal, in order to solely focus on the short-term goal.

 

I achieved this by allowing the player to walk along the side of the pool, thereby obstructing the view of the room ahead. This was done to add an element of intrigue, rather than allowing the player to view the entire level from the start.

Stairs

I positioned the stairs to the left and not too close to the room's entrance, so that players feel more welcomed into the room.

 

The idea is to keep the stairs out of sight at first, allowing the players to focus on the specific door that is the current goal. Then, the players will need to figure out how to reach the door and find a way up, making the walking gameplay more interesting.

PoolStairs.png

Final Room

EndPool.png

This room is set up for an NPC interaction, which is important for the narrative aspect of the game.

 

The room itself is straightforward, but what makes it interesting is that at the "end" of the room, there is an unexpected NPC, which will draw the player towards it.

Puzzle Level

Puzzle

The level is dark, and the lights are off. The player finds a flashlight and uses it to look around. 

 

The objective is to find a pipe and then solve a puzzle to turn on the electricity. 

 

To complete it, the player needs to move the pipe to the other "slots" before the electricity reaches the designated slots for the pipe to be placed in.

bottom of page