Inspect & Interact System
Problem:
The turnaround time for Syke was less than a year, so I needed to design a puzzle system that would powerful enough to support our experiential goals, but lightweight enough not to stifle the development of our other features.
Goals:
Highly Modular - To make the most of our limited resources, puzzles pieces need to be built in a way that allows them to be used in multiple contexts.
Narratively Driven - Puzzles should convey story and emotion through the experience of solving them.
Solution:
After some research, I found that puzzle-box-based systems encouraged close reading for narrative in a way that physics puzzles didn't, and would present lower time costs for debugging in conjunction with our other systems.
From this, I designed a collection of puzzle components that could be mixed and matched to produce a wide variety of different puzzle behaviors, consisting of sliders, dials, buttons, and locks.
Lessons:
This setup let the design team take over puzzle implementation from the engineering team and increased our iteration speed, allowing our narrative team to more accurately assess how closely the emotion responses to our solving our puzzles matched the emotional beats we were trying to hit.
This approach required on our art team to produce unique visuals for each puzzle box though, which translated into a heavy lift for them near the end of Syke's development to ensure all the visuals were high quality and consistent.