SELECTED WORK / CASE STUDY

馆长的虚空遗产

馆长的虚空遗产

How can one size-changing ability reshape every encounter in a level?

How can one size-changing ability reshape every encounter in a level?

THE PROJECT

THE PROJECT

This level study plans a linear route through a vertical, spiral museum. Two player scales give the same space different traversal and combat possibilities. The source document records both a simplified whitebox and features that remained proposals.

Level design · Whitebox

DESIGN PROCESS

How the experience took shape

How the experience took shape

01 / One ability, several uses

Full size carries weight and faces threats directly; reduced size opens vents, wind routes, and weak points. I designed combat, traversal, and puzzles around this contrast.

02 / Teach, test, then reframe

The proposed route moves from a vent tutorial to a lobby encounter, a larger boss challenge, a pause in the maintenance corridor, and a greenhouse puzzle. Its vertical loop brings the player back toward the starting space.

03 / Mark the whitebox boundary

The documented whitebox simplifies attacks on enemy weak points and the greenhouse platform sequence. Time-stop, full climbing and QTE, destructible feedback, and the fountain puzzle were designed but not implemented.

DEVELOPMENT NOTE

Whitebox documentation, not a claim that the complete six-part route is playable. The full Chinese design document specifies which mechanics were simplified or unimplemented.

Inky(Yingqi) Hu · Game & Interaction Design