Preemptive Design
I started out with a rough sketch while keeping the core gameplay elements in mind, and from there developed a basic flow map for the 1 enemy in this scenario.
Core Mechanic
- Evasion
- Escape
- Collection
Basic Lightning
From this point I wanted to define the core areas of play while guiding the player with light.
Loot/Hideaways
The player first encounters the A.I to the left from the red lit door, as the A.I is alerted, the player must move forward and their first safe location is indicated from a sparking cable wire near a secluded cubbyhole; allowing the A.I to pass, and permitting the player to collect the key from the room the A.I pursued them from.
After the graybox prototype and lightning pass confirmed the gameplay loop I moved on to polish details. I placed particles and POI's for light narrative and player guiding; as well as replaced BSP with final meshes