
Chorus
June 4th, 2018
Chorus is my final year project with a team of 16 with specific roles, in this project I specialize in level Designer.
Overall:
Chorus is a third-person adventure platformer that focuses on delivering high fidelity, sensory experience. A beautiful landscape filled with ancient architecture is brought to life with crisp sound effects and enchanting music. It’s set hundreds of years in the future in an ancient land, architecturally and geographically styled after the state of the Rajasthan, India.
Lead Designer - Cam Hillston
Level Designer - Daniel McKenzie
Game Designer - Rob James
Lead Animation - Sam Liddle
Animation - Harrison Mcintosh
Character Designer - Hannah Davies
2D Map Layout



This is one of the white box levels for Chorus, a third-person adventure game, that I produced. This is the first level that the players will encounter, it's a city that resembles Rajasthan an ancient city in India.
Walkthrough & Pacing
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Finding the Temple
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Players start outside the ruin village and looks for the little guy AI companion temple though the village.
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Temple Lock
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After founding the little guy AI temple, they will realise it lock, however the player notices a symbol on the temple and look for a scroll for any clues.
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Using new pules ability
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When the player found the scroll, it will unlock a new pules ability with the same symbol on the temple to uses on the little guy Ai temple doors.
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Orb Puzzle
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When the player gets inside, they are introduced to an orb puzzle, to activate switches to the player.
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Ai companion door lock
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When the player feels they are getting close to the little guy AI the doors wont open unless both firepits are lit.
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Invisible platform puzzle
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When the player making their way to the puzzle the flooring is broken, which they will climb though to get to the other side, and they will notice same symbol on the floor to solve the puzzle. When the player solves the puzzle, they will activate orb switch that show one firepit completed.
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Ball puzzle
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When the player reaches the ball room, they will see two balls that they can push around in the room, and when they pushed the ball in the holds and uses the pulse to finish the puzzle and activate orb switch that show one firepit completed.
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Ai companion door unlocks
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When both firepit are lit a small cutscenes will show the player the door is now unlock, the player will make their way towards the open’s doors where the little guy AI is.
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Waking up the little guy AI
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When the player reaches the little guy AI room, they will see different symbols on the walls introducing other companions in the game, when the player their pulse, they will wake up the little guy Ai.
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Leaving the Temple
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When the little guy AI wake it will follow the player around, and when the player reaches the door with two levers the little guy AI will pull the other side lever depending on which side the player pulls and Level finished
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Chorus initial concept and final design
Bridge & Small Shops Stores Process
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Changing the building on the left making the player goal more visible.
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During playtesting bridge was too close and was move back making it more of a challenge.
Small shop's stores Process
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Remove the village market to tell the the game narrative of being abandon for years.
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Changing the size on the building on the right to have clear view of the player objective.
The Back Ally Way Process
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The arc way and village homes was remove exclusively for the artists direction to make it consistent with village market.
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During playtesting side path was hard to see, moved the side path closer and pushing the building outwards makes it clear where the side path is before entering.
The View towards the temple Process
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The two towers on the temple was remove due to over powering the landmark symbol on the temple
Puzzle Design and 2D Puzzle layout




Chorus Gameplay Video
This is a short clip showcase the AI companion in Chorus that I developed.