CubeNet was my third academic project and our team was composed by 3 designers. The mandate was clear: there should have been a central hub and a non-linear structure. After the brainstorming we all agreed that the game had to be divided in 4 areas: tutorial + 3 puzzle areas within each of them an unique mechanic.
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- Tutorial tower: it introduces the player to the basics of the movement, checkpoints and respawn;
- Division tower: it introduces the "split" mechanic to the player;
- Charge tower: it introduces the "charged rail" mechanic to the player;
- Activation tower: final tower of the game in wich the player learn the "switches" mechanic



After the team established the mechanics I drew the layout that we showed to the pitch with a preview of the game.
Since we hadn't so much time I structured the blockout, the rails and materials so that when I had to replace the map during the core production I had just to switch materials and set the lights. This allowed us to save a lot of time adn resources.
