Week 1
This is documentation for the blockmeshing of my level Caved In. Showcased are some screenshots of the map from a top down and 3/4s view as well as a focus on some of the objectives.

Birds Eye View of the block mesh

3/4 View of the block mesh

Leading lines created with torches, rocks, depth of field perception, and a narrowing hallway.

The first gate in the level, which is the pedestal-activated door. The player must open this door to get out of the first area.

The second gate in the level, which is a literal gate. The player must find a way to open this if they wish to help the prisoners

Color Language. We tend to associate blue and green as friendly colors on a mini-map, so I have made the prisoners blue and green.

Another example of Color Language. Gamers tend to associate red with danger, hostility, and violence. Thus, I have made the hostiles red.

This is the first objective of the level. The player must use the pedestal to open the doors by finding something to replace the artifact.

This is one of the three optional objectives. Pictured is an axe and some supple crates that may contain helpful items or extra treasures. The axe is also one of the IPM elements, with tool use being one of the mechanics that will be taught to the player.

This is the second of the three optional objectives: free the prisoners from their holding cell. There will be different ways to get into the cell.

This is the third and final optional objective: Taking out the hostile camp. While the player can simply try to avoid being detected, it will be harder when the hostiles spot the escaped prisoners.

This is the end of the level, which is a ramp to get out of the cave. This also features a leading line using a ramp and torches to guide the player towards the light at the end of the tunnel.
Week 2
In this video, I go over the mechanical implementation of my new features, as well as mandatory and optional objectives that are tracked and then displayed at the end of the level.
Week 3
In this video, I go over the mechanics I implemented into my level and go over the code to make the mechanics function.