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About Paper Alchemist

Platform: Windows Desktop & Console

Project Duration: 2 Months

Project Type: University/ Solo

Engine: Unity

Team Size: 1

My Tasks

Paper Alchemist is a project that tested my UX and Level Design skills. My task was to build a structure for a level and surround it with a hypothetical context of a full game. That included investing thought in the art style, narration type or creating a burndown chart for the introduction of mechanics in other levels. However, most work went into creating the actual level and iterating it based on tester feedback, as well as other elements of level design like breadcrumb trails, player attention and memory distribution, or goals. Summarizing the visual and theoretical efforts, I created a GDD which you can find and read at the bottom of this page.

Some other tasks included writing code for the game's basic functionality, like keyboard and gamepad controls, camera movement, or the basic inventory. Regarding the camera, I experimented with the math for creating bezier curves.

The Game

Paper Alchemist is a puzzle game about colours and emotions. The player takes an active role within their environment, by painting it with a big palette of colours they can unlock throughout the game. Whether its changing traits of AI or solving puzzles within the semi open world, players have to think ahead when to paint and how to mix colours (subtractive or additive) in order to reach their goals. Puzzles may range from making angry enemies calm and collected, to working with the reflectivity of surfaces and light beams.

Feature Example

Attached is a Game Design Document, created to explain the design decisions behind the level. Among other things, it focusses on art style, introduction to gameplay mechanics, attention division, player goals, and level structure.

Edgar Alexander Knauer

©2022 von Edgar Alexander Knauer. Erstellt mit Wix.com

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