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BOXED IN

I was a puzzle and level designer for Boxed In by Cat Scratch. I grayboxed three levels, including the Guest Bedroom containing the Machine, the Bathroom level, and a third level that was ultimately not included in the game. The graybox for the Bathroom ended up vastly changed and the final designs belong to Andrew Kaitcer, still containing the initial progression and graybox.

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Boxed In: Welcome

GUEST BEDROOM

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The Guest Bedroom was grayboxed immediately with no pre-production and is where the player is introduced to one of the main puzzle mechanics of the game, that being the moving platforms that can be powered by buttons and by Power Ball. Models were made for this level shortly after the graybox was made, and few iterations were made in its overall development. This level serves as a turning point in both gameplay and story, where the player begins working against the scientist antagonist's wishes and is also where the player is introduced to puzzle mechanics. The level had a single pillar of design, where the player is supposed to be able to explore the entire level until the end, where the power ball is required to reach said end. The player can see the puzzles presented to them from several angles thanks to their incredible maneuverability, but will be forced to follow the linear route to follow the Power Ball's movement. This level has little in the way of threats, and gives the player time to get used to their movement further while also interacting with these puzzle mechanics, unlike the first level which has no such mechanics.

GUEST BEDROOM SECOND FORM

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After releasing Boxed In as a school project, development shifted to create much larger areas. However, the Guest Bedroom's initial design was considered good, only needing expansion. The most recent graybox is not shown here, as the game is not yet released, but this is the closest version of it. The level now includes large vent sections where the Player can express greater platforming skill in addition to the preexisting puzzles.

BATHROOM GRAYBOXING

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The Bathroom, similar to the Guest Bedroom, was also grayboxed with miniscule amounts of pre-production and map drawing. This level, unlike the levels before it, was designed with a much faster pace in mind, achieved by a floating gravity gun that shoots at the player relentlessly, with only temporary cover that floats once hit to hide behind. However, there was also room for a slower puzzle to be included in between the initial platforming section and the final stretch towards taking the Power Ball from the gravity gun, serving as both a break and a test for how far the player had come. This puzzle was the hardest in the game, based around the cat's superior maneuverability and being able to interact with the puzzle in ways the Power Ball could not reach alone. Due to changes in our design philosophy, this slower puzzle was removed and replaced by a platforming segment created by Andrew Kaitcer and is the final version seen in the game.

ANCIENT RUINS

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The Ancient Ruins level was the first level made for the game. Initially, all levels were designed to have bizarre themes that were jarring when transposed together. This level served the same purpose that the Guest Bedroom level did, but was incredibly large and used little in the way of height. I learned a lot making this level, finding what worked and what didn't from it in order to create the Guest Bedroom. Namely, the level was just too big and not very fun thanks to its immense size. Taking so long to explore it was a pain, and story-wise it did not fit.

WHERE DO WE GO FROM HERE?

Working with Cat Scratch for Boxed In was a teaching moment in both group dynamics and working with multiple designers at once, puzzle design, and storytelling. I find now that there are many aspects of the puzzles that could have been done better, and I intend to work on this game further to expand on mechanics involving the Power Ball. I want to take advantage of the physics elements of the game to make the Power Ball more interesting as a mechanic within itself, as I find it serves as a vessel for other puzzle mechanics currently. I intend on using the information gained from working on Boxed In and the Cat Box team further to make better puzzle games, better platformers, and improve our pacing.

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