Shown below is a full gameplay capture for "3D Puzzle/Exploration." This was a project in a Level Design class, and this project was among my first in Unity.
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Shown below is my papermap for the level.
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Design Goals
Setting: The setting of the map was made to make the player feel like they were on an alien planet. I harnessed the use of the AI to accomplish this feeling, the architecture of buildings, and the sound design. I specifically chose the soundtrack to give the player a feeling of wonder, and to make them want to explore. There are boxes scattered around the map that contain collectibles. Once they are collected, the collectibles raise the player's score denoted by the"Artifacts:" counter at the top of the screen. Inside of the boxes are also health packs, a crucial element to aid the player through the level.
Design Goals: My aim was to create a gameplay experience that was meaningful. To do this I included 2 puzzles, the aforementioned element of exploration, and some platforming elements adding verticality to the level. I decided to make combat a main staple of the level, and included AI of varying strength levels, and I used the size of the different AI classes to communicate their health levels. 
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Shown below is an image collage for "3D Puzzle/Exploration." I took inspiration from ancient Mayan architecture. I wanted my level to give the player a feeling of wonder and curiosity, and I wanted these feelings to lead the player to explore throughout my level. I wanted to communicate to the player that they are on an alien planet, they are looking at architecture that intelligent beings built many years ago, yet all that is left are various species of animalistic aliens. I wanted to make the player wonder why this is the case. 
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Shown below is my initial Whitebox pass.
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Please note that I used ProBuilder to create all of the Mayan-esque architecture. I gave the buildings significance by housing weapons inside of them, as shown by the building on the far left. I also gave my buildings significance by incorporating them into my puzzles, as shown by the buildings on the right.

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Shown below, I also used ProBuilder to create the level's boundaries, in order to mimic my Papermap.

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Shown below, I used lighting to encourage the player to explore on the ground level. Around the corner are boxes with health kits contained inside, should the player need extra health.

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Shown below is the completed state of the first puzzle.
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The first puzzle is completed when the first platforming challenge is completed, as shown below:
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Shown below is the completed state of the second puzzle, which uses a button the player can press to open a gate, similar to the first puzzle. The button is positioned in a location that forces the player to explore, and experience combat. After the second puzzle is completed, the player can progress to the final boss battle.
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Shown below is a capture of the second puzzle being completed:
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You may have noticed that the music changes from one track to another, once the player enters the final battle's zone. The first track is from "Quake Champions," and is cited by the following link: (https://www.youtube.com/watch?v=2p1KMkF4TXQ) 3:53- 14:35. The second track is "Harbringer" from Doom 2016: (https://www.youtube.com/watch?v=b2YG8DX0ees). My AudioManager used a collider as a trigger to switch songs, and the script is shown below.

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Stunt ball
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