
PORTAL 2
Can you see it?
“Can you see it?” is a portal level that tests your ability to open up a pattern/solution or a path that isn’t usually visible unless and until the player knows where to look for. The first half of the level gives you a key hint on what to look for in the second half but subtly. Which is in this case a cross of the lasers from both the portals. So, can you see it?
Development Details
Program: Portal 2 In-Game Editor
Development Time: 4 weeks, about 20 hours
Team Size: 1
Platform: PC
GALLERY
![]() Portal 2 : Can You See it? -- In-Game Screenshot 01 | ![]() Portal 2 : Can You See it? -- In-Game Screenshot 02 | ![]() Portal 2 : Can You See it? -- In-Game Screenshot 03 |
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![]() Portal 2 : Can You See it? -- In-Game Screenshot 04 | ![]() Portal 2 : Can You See it? -- In-Game Screenshot 05 | ![]() Portal 2 : Can You See it? -- In-Game Screenshot 06 |
![]() Portal 2 : Can You See it? -- In-Game Screenshot 07 | ![]() Portal 2 : Can You See it? -- In-Game Screenshot 08 | ![]() Portal 2 : Can You See it? -- In-Game Screenshot 09 |
![]() Portal 2 : Can You See it? -- In-Game Screenshot 10 | ![]() Portal 2 : Can You See it? -- In-Game Screenshot 11 | ![]() Portal 2 : Can You See it? -- In-Game Screenshot 12 |
DESIGN GOALS
The player should have an intermediate-advance level of difficulty in solving the puzzle.
The player should have a chance/opportunity to wait and think as to how to solve a puzzle if need be.
The puzzle can be solved by trial and error methodology.
The player should not walk long distances at the level he should find other entities that cover a longer distance for him, or he should have clearly visible portable walls that help him to do that.
LEVEL MAPS
![]() Portal 2 : Top Down - Map | ![]() Portal 2 : Top Down - Perspective Map | ![]() Portal 2 : Perspective Map |
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RETROSPECTIVE
The GDD was pretty well written and well planned out as it laid out a great foundation for the entire project to be built upon.
The puzzle had a pretty good concept; simple, clear and short.
The final level make came pretty to the initial intended game design document.
What went well
Conveyance, Since the purpose of the main puzzles, was to find a way to crisscross lasers and open up portals at their points it was pretty hard to convey this information to the player.
There were too many death traps, lasers, and goo which prevented the player from experimenting with the level and made a challenging puzzle difficult and frustrating.
What went wrong
“Let the player learn from his mistakes”; I initially set up many death traps for the play to make sure that he avoids failing but instead the opposite effect occurred, the player made mistakes in trying to experiment various ways to solve the puzzle and failed and was killed by the hazards and had to restart the entire puzzle again which was more of a frustrating experience as opposed to the intended experience. Later I ended up removing most of the dangers/hazards and now the player can experiment with his free will in trying to solve the puzzle.
“Pause, wait, overview and analyze”; In the initial design phase the player was introduced to the puzzle elements with little to no Conveyance on a flat surface and gave him little visual room to explore the environment. I realized that it wasn’t the best approach to guys throw everything in front of the player just like that, he needs to first see what’s is what in the level, he needs to figure out a plan in his mind before actually getting to solve something or give him the opportunity to do that. Which is exactly what I did in the later stages. I added more verticality to the level now the player can wat observe think analyze and then proceed to play his play.