
"Do not take life too seriously. You will never get out of it alive." —Elbert Hubbard
Game Designer |
Operation Crane | Alpha
Started | (03/2023)
DESIGN CONCEPT
Pre-Production
Genre: Simulator | Time period: Modern | Location: Earth | Inhabitants: None
I was focused on creating a Crane mechanic and designed areas around using the crane to pass through them.
Main Mechanics
the main mechanic is the crane but its not autonomous. Yo operate it I created a switch that controls its up and down movement on the Z axis, a button to activate/deactivate its magnet that crates attach to and a lever to move it horizontally and vertically on the X and Y axis.
Supporting Mechanics
I created a power source that will enable the crane to function. The Power Panel that the crane needs requires a battery and the battery itself must be charged. The battery is charged in a solar panel and that solar panel can be charged by direct sunlight or sunlight reflected of of mirrors.
CREATIVE VISION

Environment
The areas in the level are meant to invoke
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Power
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Beauty
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Isolation


Props & Path
As a Crane Operator the props that came to mind were construction site material and steel walkways for paths


Level Design
MAPPING
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Area Order of Operation
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Green: Icy Cavern
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Pink: Craggy Pit
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Red: Lava Crater

Pathing
Each area are at different elevations, with a different feel to them. The mountain the player entered is actually a volcano and have very extreme environments within it.
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Main Floor: Cavern
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Sub Floor: Pit
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Top floor Crater
PACING

BLOCKMESH
The player begins at the entrance to a mountain and will Travels through an icy cavern to a facility craggy pit. Then take an elevator to the crater which has lava streams.

ICY CAVERN



CRAGGY PIT


LAVA CRATER
Mechanics
SOLAR POWER
Solar Door: In the beginning the player witnesses a solar panel charging up that opens the door. The design of the panel is intended to look like the sun indicating how it functions.

POWER PANEL
Power Panel
The Player will come across a panel that isn't charging because no light is hitting it but the design isn't quite the same as the one on the outside. This panel is meant to look man-made and is powered by battery. This Panel will provide power to the crane.

Charger
The battery is charged in a Solar Panel.
Battery
The battery is found as the player explores higher areas and needs to be charged using a solar panel.

Power Source
Light Beams
Unable to get back outside the player should have discover another solar panel before finding the battery by following the light beam reflected off of some mirrors. I used the Niagara System to achieve this.

The Crane
Gameplay
Area Transitions

Jump the Gorge
To get to the Pit from the Cavern the Player must cross the gorge and the only way to bridge that gap is to use the crane to move the crate in place to jump over.

Get to the Elevator
To get to the Crater the player must reach the Elevator but also provide power to it.


Post Mortem
What Went Well
The concept of using the crates to transitioned really highlighted the main mechanic. It was used to transition the character and it was used to enable a sub mechanic to transition the character as well.
What Went Wrong
Mechanical Failure
Placing the crane in a new level proved to be a challenged because the settings for its movement in the testing level didn't align with the actual level. The crane moved from pre-designed locations or didn't work at all.
Solution
I had to redesign the crane mechanics to move the crane on the correct path. The issue persisted with the second lever not working to move it on the y-axis so I added a second crane and crate and separated the levers.
Overall
This project expanded my knowledge in creating a level mechanic. I definitely think in time I will be able to recreate the main mechanic with more streamlined scripting. I want to improve my prop blockouts, scale and realism for final assets.
Game Designer |




Please email me if you are interested in collaborating. I look forward to working with you. Thanks for your time!



