Dev Diary #3 : Crafting the Heartbeat of Hell of an Office

Hell of an Office

Hell of an Office is a first-person precision 3D platform game that combines action and speedrunning to escape from HellO, the most hellish offices in the (under)world! Be quick and use your stapler to rocketjump and dash. Can you escape before the lava reaches you?

Hey fellow gamers, this is Albert, your go-to level designer in the Hell of an Office crew, and I'm about to spill the beans on how we cook up the perfect level for our 3D first-person platformer. Grab your rocket jump boots 🤠 and dash along as I take you through the behind-the-scenes journey of level creation! [img]{STEAM_CLAN_IMAGE}/40605979/6eb0273ef0f69bc94ef2cdd58740de24bb4be9f6.png[/img] [h3][b]Seeking Wisdom in Other Realms[/b][/h3] Every great level starts with a dash of inspiration. We delve into the gaming cosmos, scavenging for ideas in other titles that can spark our creative flames. It's like raiding the treasure chests of game design, looking for solutions to problems or snagging cool concepts to brew into something entirely new. [img]{STEAM_CLAN_IMAGE}/40605979/92c3a20c0fca5ad46a85ada85588ccac3ee65f9e.png[/img] [h3][b]Sketching the Masterplan[/b][/h3] Armed with inspiration, it's time to get our hands dirty, albeit virtually. We kick off with a rough sketch, either on paper or in the digital realm, playing with layouts until we strike gold. It's a dance of iteration, making sure our design aligns seamlessly with the game's rhythm and escalating difficulty. [img]{STEAM_CLAN_IMAGE}/40605979/ae5d53d59a621451755169766e030ff824d25887.png[/img] [h3][b]From Blueprint to Blockbuster[/b][/h3] Once we settle on a layout, we jump into Unreal Engine to create a preliminary blocking. This isn't just about aesthetics; it's a meticulous dance of jumps, dashes, timings, and difficulty progression. Picture it like a carefully choreographed routine. We want players to feel the adrenaline rush, understand the objectives, and get hooked on the challenge as the difficulty escalates seamlessly, guiding them from the basics to the heart-pounding crescendo of our devilish level design. [img]{STEAM_CLAN_IMAGE}/40605979/d853bfa7204d2b39d6bd7366cafa58687ac8ea8b.png[/img] [h3][b]Playtesting: The Crucible of Perfection[/b][/h3] Here comes the real test. We throw our brave playtesters into the fiery pits of our level and listen to their battle cries. Their feedback becomes our roadmap for iteration. We tweak and refine the blocking until every jump is pixel-perfect, every dash is exhilarating, and the difficulty curve is devilishly satisfying 😈. [img]{STEAM_CLAN_IMAGE}/40605979/d69648a013d60ce97c5a8645a67291c237b3c89e.png[/img] [h3][b]The Lava's Deadly Waltz[/b][/h3] In Hell of an Office, pressure is a lava tide rising with every step. We manually adjust its speed to sync with the level's design. It's a delicate dance: too slow, it loses its edge; too fast, and the level becomes a fiery nightmare. This meticulous calibration ensures the perfect blend of challenge and playability. [img]{STEAM_CLAN_IMAGE}/40605979/2232f02a67622ac5f36c02e933876d75ed140bf4.png[/img] [h3][b]Artistic Garnish and the Final Stretch[/b][/h3] With the gameplay nailed down, we pass the baton to our art wizards. They sprinkle the level with decorations, and come back to us for review, as sometimes, the artistic elements play tricks, and we must fine-tune until every corner aligns with our devilish vision. Here we show you the before and after of a section of a level: [img]{STEAM_CLAN_IMAGE}/40605979/e286bbd330043f0affd23992b0965ca0b671045f.png[/img] [img]{STEAM_CLAN_IMAGE}/40605979/4c794646acbdc3b7cae32b4952ae1658807a17ac.png[/img] [h3][b]Seal of Approval and Rankings[/b][/h3] Once the level passes all trials, we give it the final nod. But wait, there's more! The designer dons the Speedrunner's hat, setting the S-rank time and subsequent goals for players to strive for. It's the ultimate challenge—a devilish dance against the clock. And here's the kicker: the S-rank and subsequent objectives aren't just there for show. They're the coveted medals you earn based on how swiftly you conquer the level. The faster, the better—the ultimate test of skill and precision in our devilishly dynamic world. Another devilishly dynamic adventure awaits in Hell of an Office 🔥 Stay tuned for more behind-the-scenes peeks into our infernal creation. Albert, Level Designer Extraordinaire ✍🏼