Alex Allen
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Subtitles Mechanic



The Subtitle system used two hitboxes, "Start" and "End". Entering the "Start" hitbox displayed a pre-set sentence, which was removed upon triggering the "End" hitbox.
Through this system, players were guided and given objectives through subtitles that appeared at key points during the level. A distinctive feature of this approach was that the subtitles were framed from the player's perspective, enhancing clarity and engagement with the objectives.
I also used level blueprints to call these subtitles while cut-scenes were playing in order to provide a player's reaction to things happening in the level.
In-Game Marker Mechanic


Project Management
This mechanic worked like the "Subtitles Mechanic," using hitboxes to trigger actions. When the player entered a hitbox, an "In-Game Marker" displayed UI instructions—in this case, prompting the player to "Vault."
Switch Puzzle Mechanic


This mechanic was a straightforward switch puzzle with a door. I designed the "Switch Puzzle Door" area to encourage exploration by making the door easy to spot while cleverly hiding the activation switch. To find the switch, players had to follow the cues of a flickering light bulb and the sound of sparks, leading them to the spot they needed to interact with the switch.
Head Bob Mechanic
This mechanic was a basic quality-of-life feature that added a subtle head bob to the player's camera. I designed and implemented it to enhance immersion, making the gameplay feel more dynamic and realistic.
Key Door Mechanic


This mechanic was a straightforward "Key Locked Door" and "Key" system that I incorporated twice in my level. It added an extra layer of interactivity by requiring players to find and use keys to progress, making the gameplay more engaging.
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Feel free to contact me through clicking on the icons shown beneath or emailing me at alexallen2k3@gmail.com. I will get back to all messages within 24 hours.