The Climb (VR)
Game: The Climb (VR)
Genre: Climbing, arcade, simulator
Map Type: Climb a canyon
Time: 1 week
Research & The Climb level design analysis
New Feature Concept
Analysis & Documentation
This is a single player mission blockout, designed to be implemented in The Climb (VR).
The level has a new specific feature, which are fixable grips that the player can find in the level to reach new places.
Don’t take control of the player’s camera, avoiding motion sickness.
Has to fit the game’s modern realistic setting and be believable.
Has to be intuitive to use, and don’t require the use of new controller input.
Make the player feel smart by allowing him to create his own path and think a new way.
An object to collect to use as an exploration tool, and also as an environmental storytelling tool.
Make the player feel that he is climbing by using tools.
The player can find some Fixable Grips in a level that he can later use to reach new path and shortcuts. The player can ‘snap’ a Fixable Grip in a specific spot, activate it, and then use it to climb using both of his hands on it. He can store up to 3 of those at a time on his belt.
Positioning: The player while holding the object has to position it facing a small crack in the rock wall, then plant it inside with a certain force and velocity.
Unstable State: Then the Fixable Grip will be snapped inside the small cracks in an unusable and unstable state, but won’t fall when the player gets his hand off of it.
Stable State: To activate it the player has to press the red button on the back of the object to permanently fix it and put it in a stable state. Then the player can use it to climb.
Utilize the new fixable grips feature.
Multiple paths for each main area.
The player should be able to see the current main objective regularly.
Reward player’s exploration with animals encounter.
Node map - Level Structure
Blockout - Walkthrough
Yellow Hexagon: Objective flag.