
PORTAL : P = m/V
OVERVIEW

INTENTION
I wanted to take 2 main levels design brick and create somethins challenging.

Gel Puzzle: I built a compact, challenging level focused on two gels: blue (fun) and white (less popular).
Designed for experienced Portal players, it serves as an introduction to gel combinations, paving the way for harder levels.
BENCHMARK
I wanted to design the puzzle throught differents design tips such as:
A lot of basic but usefull tips that are important to keep in mind while designing.
2 . GMTK What makes a good puzzle? (video)
This video really opened my mind to puzzle design. I want to share with you a couple of points I've learned from this video because I think that sharing design tips through design documents is important.
1. Player shouldn't figure out what to, but how to do it. The main goal must be clear.
2. Catch: Show something logical to the player that doesn't work to make ask himself "how can this work?".
3. Revelation: Solve the puzzle is a revelation, it's a deeper comprehension of the game mechanics.
4. Assumption: The goal is breaking the assumption to create the revelation. The assumption can help the player to get the catch.
5. A good puzzle should be a consequence not obvious but logic of the game rules.
DESIGN ITERATION

First of all, I'm trying out the combination of the two gels, experimenting with them to see what I can achieve with this combination.
I've discovered the difference in gel density, which is interesting, and I designed my level around that.
The Portal Gel flows continuously, while the Bounce Gel flows drop by drop. These may seem like minor details, but they really help in understanding the puzzle mechanics.

I playtested this version and received good feedback on the structure and understanding of the mechanic.


FINAL RESULT
I conducted numerous playtests to refine the final level. There a few cahnges that I will explain.

This button guides the player and separates the cube and sphere situations by activating the sphere drop and the platform.
STEP BY STEP

WALKTHROUGH

PORTAL : P = m/V
OVERVIEW

INTENTION
I wanted to take 2 main levels design brick and create somethins challenging.

The gel is a feature that isn't seen frequently in portals in general. As one of the latest mechanics introduced in the game, this feature doesn't seem very popular. So, I wanted to base my puzzle on the gels, but more precisely on two gels: the funniest one (blue) and the less interesting one (white).
Making the level in a small box was also my intention, I love small but challenging puzzle.
I aimed to do a level for the great player (2) of portal. I think this level like the base to intruduce de conbination os the gel and have harder level after with this mechanic.
BENCHMARK
I wanted to design the puzzle throught differents design tips such as:
A lot of basic but usefull tips that are important to keep in mind while designing.
GMTK What makes a good puzzle? (video)
This video really opened my mind to puzzle design. I want to share with you a couple of points I've learned from this video because I think that sharing design tips through design documents is important.
1. Player shouldn't figure out what to, but how to do it. The main goal must be clear.
2. Catch: Show something logical to the player that doesn't work to make ask himself "how can this work?".
3. Revelation: Solve the puzzle is a revelation, it's a deeper comprehension of the game mechanics.
4. Assumption: The goal is breaking the assumption to create the revelation. The assumption can help the player to get the catch.
5. A good puzzle should be a consequence not obvious but logic of the game rules.
DESIGN ITERATION

We started a little bit to big, that why we chose to cut the two sides of the map and get the first version out of this to test the metrics in the engine
Blocking

First try of the metrics in the engine

First attempt at verticality, adding walls and defining level dressing.

Playtests showed the mid was too large, lacking cover and alternative access.

Final in-engine layout with set dressing and cover added.

Final Layout
Final Result

The long line in the middle

The mid that is lower than the rest of the map









