A game built for my Final Major Project at college
Paradoxical is a concept game I developed for my Final Major Project at college. It's a first person puzzle game, set inside a spaceship full of impossible spaces. The demo that I built doesn't have a story to it, and is focused more on the gameplay, level design, and aesthetics.
I built it using the Unreal Development Kit, which I had to teach myself. I used the visual scripting tools, because I didn't know C++ at the time, and because it was an art course, the programming wasn't being graded but the visual style of it was.
I designed, the models and textures, built the map, composed the music and sound effects, and programmed all the puzzles myself. I went for a puzzle style similar to Portal, where the mechanics are all explained through a simplified puzzle, then used to their full extent in a more complex puzzle. The impossible geometries also contributed to the puzzles. One such example is where you have to cross a very long room in 3 seconds, but there is an impossible doorway that links both ends [This particular puzzle can be seen in the concept art on the right.]
Concept art of the visual style of Paradoxical
Concept art of the interactable objects in Paradoxical
Concept art of the visual style of Paradoxical
The opening room
The hallway to the first impossible space
Final puzzle combining levers, timers, switches and impossible spaces
The opening room
Opening room with improved lighting and boxes explaining controls
Improved art style, attention grabing aesthetics
Improved bridges for final puzzle
Opening room with improved lighting and boxes explaining controls