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FUTUREGAMES // 2020
SAFETY PROTOCOL
Team of 10 ( 2 designers ) • 7 weeks • Unity
SAFETY PROTOCOL is a narrative-driven, environmental puzzle game that lets you explore an eerie space station while chatting with the stations AI. Reactivate the hidden fuse boxes to increase your power supply. Distribute the power to the different areas inside the station to unlock new paths letting you delve deeper into the story.
THINGS THAT I DID



LEVEL DESIGN: I was responsible for all the level design in the game. I worked on everything from 2D-sketching, to grayboxing, to implementing final 3D assets.
NARRATIVE: I co-authored the narrative design and wrote all of the game's dialogue trees and message logs. I also planned the environmental storytelling.
COLLABORATION: Working closely with the other team disciplines in creating the UX, UI, power management mechanic, and overall game feel and mood.
DESIGN PILLARS



EXPLORATION AND LIGHT PLATFORMING:
The player explores the station and traverses it in interesting ways while interacting with objects that unlock new paths and tell the story.
SUSPICION: The narrative is what drives the player forward. As you delve deeper into the space station you gradually begin to distrust the station's AI and its maker.
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FIND POWER AND BUILD YOUR PATH:
The station's available power is a precious resource to the player which they must allocate carefully in order to open locked doors or power up rooms.
GAME LOOP
Find fuse boxes to increase the station's power. Interact with consoles to distribute the power to rooms and hallways.
Gradually unlock the broken space station and find out what happened to the missing crew.
REACH A CONSOLE

FIND THE NEXT FUSE BOX
Increase power supply
ENVIRONMENT
PUZZLES
CONSOLE UI //
CHAT TAB​
New dialogue options
CONSOLE UI //
POWER SUPPLY TAB
Distribute power to rooms and doors
LEVEL DESIGN PROCESS
Exploration and building your own path with the power management mechanic were parts of our core design pillars. Therefore, we designed the space station in a non-linear way that gave the player freedom to explore.
PLAN
Mind-mapping how the player could move about and manage the power supply.
2D LAYOUT
Drawing in Miro meant that the map was accessible to all team members as we were working from home.
GRAYBOX
Making a very rough version of the space station, playtesting it, and iterating, using ProBuilder.
GRID
We opted for a grid-based level. This made iterating fast and easy since we could use snapping.
ITERATE
Implementing 3D assets, playtesting, and tweaking. Rinse and repeat.

Swipe left/right for examples.
Click the arrow ">" for examples.

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GUIDING THE PLAYER
Click the arrow ">" for examples.
