Method of Loci
ROLE
Gameplay Programmer
DESCRIPTION
Method of Loci is a narrative-driven 3rd-person narrative platformer where you play as a child, conquering your fears by traversing through challenges and slowly revealing the story behind your surroundings.
Playing inside Loci's nightmare lets you slowly dive into these different realms, each one crazier than the last. From recognizable libraries to waters full of memories.
YEAR
2023
GENRE
Narrative platformer
PLATFORM
PC
ENGINE
Unreal
DURATION
12 weeks
TEAM SIZE
14 developers

GAMEPLAY MECHANICS
Method of Loci incorporates features typical of the platformer genre, enhancing the gameplay experience. The game includes a climbing mechanic that allows the player to navigate through levels in various ways. A unique feature is a special 'water' specific to Loci's nightmares, which causes him to drown upon contact. Additionally, the game features portals that act as windows into Loci's nightmare, showing the locations they connect to and functioning like paintings.
The game also includes puzzles that, when solved, enable Loci to continue confronting his nightmare. All these elements are complemented by a voice-driven narrative that provides the player with deeper insights into why Loci is experiencing these nightmares and guides them on how to progress through the levels.
My Contributions
Main Takeaways from My Contributions to Method of Loci:
Seamless Portals:
One critical feature I worked on was the seamless portals. These portals initially appear as paintings that speak to Loci when approached, then transform into windows showing the destination. After being teleported, Loci can look back through the portal to see where he came from but cannot return, ensuring a continuous narrative flow.
Pushable and Pullable Objects:
I developed pushable and pullable objects intended for puzzle use. Although this feature did not make it into the final game due to persistent issues and integration challenges, I spent considerable time perfecting it. Unfortunately, level designers could not find a suitable place for this mechanic, so it remained in the backlog.
Water Mechanics:
Another significant feature I developed was the water. When Loci touches the water, he is grasped by four water hands and drowns. Additionally, I created a special water area where Loci can linger briefly before being grasped. This was crucial for the narrative, as Loci needed to confront his fear of water.
Quality Assurance:
I dedicated a substantial amount of time to QA, testing every feature, updating the smoketest document, and ensuring all functionalities worked correctly. This was my first experience with QA, and I enjoyed 'breaking' the game through testing. My efforts helped the team identify and fix bugs quickly, preventing long-term issues.
Set-Dressing:
With some free time and the project running out of time, I assisted with set-dressing. While my primary focus is programming, I took the opportunity to contribute to the artistic aspects of the levels. This experience gave me a greater appreciation for the hard work artists put into making the levels visually appealing and helped me understand their needs and workflow better.
Overall, these contributions allowed me to develop a well-rounded skill set and a deeper appreciation for the collaborative effort required in game development.