
THE LABYRINTH OF FAR WATER GROVE
3rd Year Solo Project
Here you'll find all the details behind the design elements that have gone into the creation of this game
MAIN MECHANICS
"Farwater Grove" is a 3D isometric puzzle game, which utilises optical illusions and changes in camera perspective in order to complete levels. Players flick between controlling a character and controlling the camera in order to do this.
This is an early game level that seeks to teach the player how impossible paths can be constructed through camera movement, in a very simple way.
Throughout the game, players learn that changing camera perspective isn't always about making paths to walk on, but can also be used to change the environment. This is something that reoccurs throughout the game, and teaching the player this early on is vital.
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In this instance, the player is using the light from one campfire to set alight others, which lights up the scene and provides a clear path for where the player has to go.
In this level, the use of colour is a signifier to the player as to what button interacts with which statue. This is a visual puzzle that will require the player to make full use of the 360 degree rotation they have available to them






SKETCHES
You Can't Beat Pen & Paper
I start my design processes the old fashioned way; by sketching things out. I continue this process throughout the project before committing anything digitally. Shown here are a few sketches from the early level and mechanic design stage. For Far Water Grove, I used isometric lined paper so that I could draw with the orthographic view of the game in mind.