Project Algernon
“Intelligence is one of the greatest human gifts. But all too often, a search for knowledge drives out the search for love.”
— from "Flowers for Algernon" by Daniel Keyes
Think Ouside the Box
Think Ouside the Box
Visual Showcase
Roles and Contribution
Roles:
Programmer, Level Designer, Puzzle Designer and Visual Designer
Contribution:
1. Built the whole gameplay
2. Set up Scenes and Environment in the game using external Assets
3. Made the UI with Photoshop
4. Designed and processed the external audio sources
5. Designed all the puzzles
6. Programmed most of the codes with C#
Introduction
Overview
“Project Algernon” is a META puzzle game. Players will play as a mouse character in a developing video game, trying to escape from the developer’s computer. Players will encounter multiple “unsolvable” puzzles, which will need players to think outside the“box”.
My Intentions
Break Conventional
Break Fourth Wall
“What if the player can’t solve the puzzle inside the game?” and “What if I turn some built-in function of a computer into the mechanics of my game and make the computer as a playground of my game?”
Therefore, I thought about some simple “Old School Puzzles” like pushing the boxes and collecting password pieces. I intended to use these cliché puzzles and make them unsolvable inside the game to push players out of their conventional mindset and try to think outside the box. In addition, I tried to use these built-in functions of the computer as tools to solve puzzles, take advantage of the player’s desktop, and turn it into part of my game.
Breaking the Fourth Wall was my other intention; imagine if Dora in the cartoon asked you for help; instead of just sitting there and waiting for her to solve it by herself, but to give her a hand. So, instead of playing the character to solve puzzles, it’s more like helping the character to solve puzzles in my game. And it can build a different relationship between players and the character.
Level Design
Game Flow
Example of level 02
oops… Something Is Different
Level 02
Players will notice the visual difference between Level 02 and other levels.
Why & How
They are very different because the Level 00, 01, 03, and 04 are prototypes. Level 02 looked almost the same as the others before, and all these prototypes were meant to show the puzzle mechanics straight forward. However, after the second playtest and gathering feedback from the playtesters, I picked level 02, which is my favorite level. I did a reconstruction with brand-new models, animation, UI and SFXs. I added more aesthetic elements to the game, including visual and level design.
Level 00
Level 03
Level 01
Level 04
Level 00
Cut and Paste the Algernon.txt to L2Folder
“Level 00“ is the intro level of the game with the simplest structure. It helps players to learn the basic mechanics of the game without solving puzzles.
“Cut and Paste“ is a built-in function of computer system, and it’s how players enter other levels.
Level 01
Drag and Drop GreenBox.txt into the GreenBoxFolder
Create a “BlueBoxFolder”
“Level 01“ is designed with the classic “Button and Box“ puzzles. However, it’s designed with the game's unsolvable conditions; the mouse is too small and can’t move the heavy box.
“Drag and Drop“ is a built-in function of the computer system and is also commonly used for transferring files.
At this level, I intended to break the fourth wall and establish to solve the puzzle; the player just “helps” the character to get through the obstacles.
The second part of this level is the variant of the first part.
But there is no Blue Button in the game and no BlueBoxFolder in the File Explorer.
Take a look and learn the pattern from the last part. Players can use “Create” from the built-in functions of the computer to make a “Button” from nowhere. And solve the puzzle just like the last part.
Level 02
“Level 02“ is designed with another of the classic “Collecting Password Pieces.“ The unsolvable condition is: How you expect a mouse to understand human English Letters and Numbers. And since it’s a character in the game; of course, it doesn’t have access to the game’s external environment.
Players will be blocked by a locked exit gate. And players need to collect all six pieces of the password to figure out the final answer. But instead of just showing the password to the player, it requires players to adjust the size of the File Explorer window frame to move the puzzle pieces to the corresponding position.
Old version of Level 02
Currently, Level 02 is my most complex level. Initially, it was designed to be a backroom-style maze to make the player get lost in it.
But a design like this feels plain and boring, even though it’s “Mechanics Focus.“
I re-designed the whole level’s structure and separated the map into multiple areas. I also assigned areas with different themes for players to explore, so that I can add in environmental storytelling.
I made the puzzle pieces the center of interest for each area. The similar surrounding elements can fit together harmoniously, which emphasizes the center of interest.
Adjust the length and width ratio of the File Explorer's window frames
Visual Design
I used windows and doors as a framing technique to highlight the subjects in the areas.
The framing funnels players’ from a large area(The Lobby) into small areas or the other way around.
In the main lobby of the level, I set up a landmark as a memory point for players. It can help players memorize the map quickly.
In this area, players will be blocked by a wall of paper boxes. The volumetric light and lossy structure indicate the wall is breakable and something important is inside.
I intended to break the pattern of “only exploring”, so I assigned the mouse with the ability to crush the boxes, which created a various interaction.
“Who doesn’t enjoy destroying things?“
In this area, I still keep a maze at this level but with a better design on visual and a small volume on size. I use lights to indicate to players where the puzzle piece is. I added a dynamic particle system to decorate the area to break the static pattern among the whole level.
In this area, I kept a simple design for it and gave it a more extended depth to break the flat pattern of the map. I also use animations to get the player’s attention.
As the “Missing Room“, It has the theme of “Glitching.“ To emphasise the “glitching“ effects, I added flickering and shaking animation on the objects in the room.
I intended to mess up the size of the objects and try to create a sense of strange liminal spaces.
for level 02
I used lights as a guiding hint for players to explore. I put a spotlight on each of the area’s entries; once the player explores an area, it will automatically turn off. It helps players to Identify the unexplored area.
I also added volumetric lights on the landmark in the lobby’s centre as the light sources for the areas’ entries but also as the indicator pointing to different areas.
I used a flicker effect on the lights of the ”Missing Room.” Compares to other static lights, the flicer effects provide a contrast for players to notice the difference.
I kept the lobby with a lower prop density; in other words, the lobby is quite empty and broad compared to other areas in the level.
A design like this can highlight the other areas and draw the players’ attention to them. Avoiding the tail wags the dog.
To avoid using the same flat cube shape areas too much, I broke the pattern by introducing an area with an extended depth and an area with an irregular shape. It can keep the players’ gameplay experience fresh every time they explore a different shaped area.
Instead of using solid walls as the barricades of the maze, I used file cabinets, and I placed them with gaps for players to look beyond.
Compared to solid walls, the cabinets with gaps can create layers for the area. It helps players to establish a visual connection on the route and reduces the linear feeling.
I intended to break the tidiness and orderliness of the cabinet placing. It brings tension and curiosity to players during the exploration.
I placed file pieces as breadcrumbs for guiding players. The breadcrumbs like this are a bit obvious, but they are continuous, and players can surely find something after following them. Also, it can be used as part of environmental storytelling; in my case, these file pieces come from the puzzle pieces players need to collect.
Sound Design
for level 02
I collected several sounds from the 2000s electronic devices in the office to make the room ambience sounds. I intended to make the player remind of the 2000s.
I’ve mixed:
the sound of an old hard driver spinning.
the sound of static noise and the sound of the internet connection.
the sound of keyboard typing.
the sound of an old computer’s fan spinning.
To correspond to Room 01’s theme, I’ve collected choir clips, castle ambiences, and wind blows. I mixed them together with a strong reverb to get the sense of a hollow castle.
The “Missing Room“has unique background music compared to other rooms in the level. I chose background music that feels like a revelation for telling the player it's a ”hidden place.” I also collected some static noise, radio disruption, and computer beeps. I cut the radio disruption into pieces, randomly rewind them, and play them randomly along with the background music with the beeps. I added a reverb to make the SFXs sound like it somewhere inside the room. Instead of just flatly using the background music, I added all these SFXs to add on a bit of the creepy and strange feelings corresponding to the glitching structure in the room.
Because I separated the map into areas, I also created multiple different Folders with numbers inside the Level 02 File Folder to indicate the corresponding areas.
It’s easy for players to notice in the game there is a glitching puzzle piece “stuck” in the wall, and after looking inside the Level 02 folder, they figure out there is a missing room Folder.
My intention for spawning different folders in File Explorers is to bring the structure from reality and enhance the relationship between reality and the digital world. It tells the players that the level is not just an exe file in the File Explorer but a true living tiny world inside the computer.
Level 03 & 04
the mouse get caught by the ”Windows Defender”
Delete the “Windows Defender“ Folders in the File Explorer
The “Annoying Virus“ will send players to a Rick Roll website
“Level 03“ is designed with the classic “Chasing” level. However, I made it very hard for the players to win the “windows defenders.”
I made the enemies with a close speed to the mouse, and the map is complex complares to previous levels.
I intended to make players get caught by the enemies the first time they enter the level to introduce the mechanics.
After players get caught in level 03, players will get teleported back to level 00. The Algernon.txt file will be “captured “ inside the “Windows Defender“ folder within the level 00 folder.
Players can go through the gameplay again or “Cut and Paste“ themselves back to level 3.
To get through Level 03, players can do it the hard way, remembering every route, where the enemies are, and taking care of every corner.
or……
Do it a simple way: “Delete” the enemies.
“Copy and Paste“ the “Windows Defender“ from L0Folder or L3Folder to get the Virus
In Level 04, the room is simple, but players will be blocked by an “Annoying Virus.“ once the players touch it, it will automatically bring up a Rick Roll website.
According to what players learned on level 03, the “Windows Defender“ can capture viruses. Players can “Copy and Paste“ the “Windows Defender“ from Level 00 or Level 03 to Level 04 to catch the “Annoying Virus.”
I designed level 04 to break the pattern of linear gameplay and to emphasize the idea of “Think Outside the Box,” not focusing only within one level.
Background Setting
Aesthetic Setting
Game Settings
Algernon is a mouse character in a developing video game in the 2000s. One day, Algernon gained intelligence somehow and tried to escape from the game engine.
Algernon is sick of the things from its game and wants to see what it’s like outside of its file folder and travel to other files on the computer.
However, the game developer notices Algernon is trying to escape from the game, and he tries to set up barricades in the game files to stop it from running.
Project Algernon’s aesthetic setting is based on the 2000s when PC systems transferred from Windows 98 to Windows XP. In the 2000s, the video game industry was immature; the models, codes, and other techniques were not as good as now.
I selected the prop models in the game to resemble the 2000s.
I collected and reworked the Windows 98 and XP’s UI for my game to fit my game’s settings.
I collected the Windows 98 and XP systems’ SFXs and used them as the SFXs for my UI.
First Playtest
What I Did After the Feedback
Second Playtest
What I Did After the Feedback
Third Playtest
Date: 2024/04/24
Ancheng Ye
Playtest media: Internet
Playtester background: Often play video games but have almost no indie game experience
Playtest feedback:
He got familiar with the control very fast, but he stuck almost every level for the puzzles
Date: 2024/04/24
Zijian Z
Playtest media: Internet
Playtester background: He has very rich experiences with indie games
Playtest feedback:
He only got stuck in level 02 and level 04, but he figured out level 01 very fast without asking for hints.
He was stuck in level 02 because of the map's complexity and the weird camera movements and collision detection.
Date: 2024/08/25
Wensey
Playtest media: online
Playtester background: He worked in the game industry for a few years and plays all kinds of video games.
Playtest feedback:
He was lost in level 02, and it took him a long time to find all eight pieces of the password. He likes the puzzles design but suggested that I think about the game's aesthetic and visual design.
Date: 2024/04/25
Zach
Playtest media: Internet
Playtester background: He is an indie game designer and has worked in the game industry for three years.
Playtest feedback:
He got stuck in level 00, and after learning mechanics, he got through the levels very fast.
Complaints about no notifications when files are generated. Ask if I can add more solutions for level 03, like deleting enemies.
I added tips on UI at the beginning of the level to hint to players about the goal of the current level.
Optimized the camera of the entire game and added ignore tags for the camera for the collision.
Added the “deleting enemies“ option for level 03.
Added notification when generating files so that the players will know where the files are.
Date: 2024/09/17
Wensey
Playtest media: online
Playtester background: He worked in the game industry for a few years and plays all kinds of video games.
Playtest feedback:
He likes the reconstruction, and he likes the idea of the “Missing Room.“ But he thinks the whole level was very “static.“ He also pointed out all the rooms in the level are cubical, which is repetitive for the player’s exploration.
Date: 2024/08/21
Fendi Fan
Playtest media: offline
Playtester background: She plays all kinds of video games and she is a 3D artist.
Playtest feedback:
Because she had heard of the game, she almost got through each level without a hint.
She said the UI was plain and boring. But she think the mouse character is cute.
Date: 2024/08/21
Patrick
Playtest media: offline
Playtester background: he is game design student and a programmer
Playtest feedback:
He was suprised by the puzzles and he is the first one got throught the game without any hint. But he was lost in the level 02 for a while. He tested out some bugs in the game.
To make the mouse Character cute and vivid, I added some self-made unity animation for its idle and moving states.
I re-designed the UI with retro Windows styles and added SFXs for the UI.
I recontructed the level 02 completely, due to its complexity.
I added re-design the composition of the level 02.
Date: 2024/09/19
Fendi Fan
Playtest media: offline
Playtester background: She plays all kinds of video games and she is a 3D artist.
Playtest feedback:
She likes what I did after the second playtest, she likes the “Folder 04“ and “Folder 02“ in the level. but she thinks collecting eight password pieces are very repetitive.
PLAYTEST & Feedbacks
What I Did After the Feedback
I reduced the password pieces players need to collect from 8 to 6.
To break the static feeling in the level, I added particle systems in some areas as a visual refresher. I also added a monitor cam shader and flickering effects on the objects in the “Missing Area.“
I re-designed some of the areas and broke the room pattern by raising the ceiling or extending the room's depth.
Future Plans
To reconstruct other levels with better visual and level design
To complete the whole storyline, that can connect each level
To re-code the File Manipulation scripts, currently, it can only generate files within the “Streaming Asset“ folder. Creating files on players’ desktops is what I expected at the beginning.
implement more UI, including menus and settings.
External Resources
&
References
-
GridBox Prototype Material
Used in: Early Prototype and the Mouse character
-
The Backroom Pack
Used in: Level 00, 01, 02(Olde Version), 03, 04
http://iwontdeny.blogspot.com/
Japanese Office Pack
Used in: Level 02 props
https://assetstore.unity.com/packages/3d/environments/japanese-collection-1-278795
Office Mega Kit
Used in: Level 02 scene set up
https://assetstore.unity.com/packages/3d/environments/industrial/office-mega-kit-34619
Office Space MegaPack
Used in: Level 02 props
https://assetstore.unity.com/packages/3d/environments/office-space-megapack-183321
-
Object Glitching Shader
Used in: Level 02 decoration
https://assetstore.unity.com/packages/vfx/shaders/object-glitch-shader-163173
Matrix Shader
Modify and Used in: Levels’ exit zone
https://shahriyarshahrabi.medium.com/shader-studies-matrix-effect-3d2ead3a84c5
-
Dotween Pro
Used in: level 02 object animation
https://assetstore.unity.com/packages/tools/visual-scripting/dotween-pro-32416
-
Raindrop
Used as: The background music
https://freesound.org/people/PercyFrench/sounds/652616/
Éléments Auditifs - Aube Électronique - Kjartan Abel
Used as: level 02 Folder 04’s BGM
https://freesound.org/people/kjartan_abel/sounds/710950/
PC Speaker Error
Used and mixed in: Level 02 Folder 04’s ambience
https://freesound.org/people/CZghost/sounds/264823/
White Noise
Used and mixed in: Level 02 Folder 04’s ambience
Draft and Wind
Used and mixed in: Level 02 Folder 02’s ambience
Mixed Choir 3 voice
Used and mixed in: Level 02 Folder 01’s ambience
Rustling Papers
Used and mixed in: Level 02 Folder 02’s ambience
Paper Airborne Rustling
Used and mixed in: Level 02 Folder 02’s ambience
Glitchy Computer Ambience
Used and mixed in: Game’s ambience
https://freesound.org/people/tonijsstrods/sounds/590051/
Keyboard Typing
Used and mixed in: Game’s ambience
https://freesound.org/people/avakas/sounds/144120/
Harddrive 2tb Failure
Used and mixed in: Game’s ambience
https://freesound.org/people/VilleM/sounds/369903/
Memo
Used and mixed in: Game’s ambience
https://freesound.org/people/percypersimmon/sounds/144500/
Air Conditioner Fan Hum
Used and mixed in: Game’s ambience
https://freesound.org/people/MATRIXXX_/sounds/515859/
Fabric: Plastic Jacket Rustling
Used and mixed in: the Mouse’s footsteps
https://freesound.org/people/Sheyvan/sounds/486399/
Footstpes Carpet
Used and mixed in: the Mouse’s footsteps
https://freesound.org/people/LewisEmmott5/sounds/732573/
more of defective analogue television set
Used and mixed in: Game’s ambience
https://freesound.org/people/Timbre/sounds/412845/