THE CRYSTAL SEA

Team Size: Solo
Timeframe: 4 weeks
Project type: Level design
Engine: Unreal Engine

The Crystal Sea is a simple walking simulator I designed and built as an exercise in level design. The game is set in the aftermath of a catastrophic global winter that has rendered the earth uninhabitable. The player controls Vivian-3, an android sent to the surface by the few remaining human survivors now trapped in orbit above the planet, who has tasked the player with recovering critical data enabling them to finally leave the solar system in search of a new planet to colonise.

In this level, the player enters a remote communications bunker in the mountains and must work their way to the summit to reactivate its dormant satellite. The facility must be slowly brought back online by finding and installing power cells, allowing the player to access the upper floors. Certain areas are blocked off by thick snow and impassable ice crystals, requiring the player to find specific tools to clear them.

IMAGE GALLERY

LEVEL LAYOUT PLAN

Full Map Layout

Base

  • From their starting point at the base of the mountain, the player’s attention is drawn immediately to the large satellite dish at the summit, which acts a visual marker directing them upwards to their goal.

  • As the player moves forward, the main road leading up the side of the mountain becomes buried under heavy snow and prevents them from progressing further, forcing them to look for an alternative entrance to the bunker.

  • The entrance can be found by exploring three drainage pipes that appear to the player’s left, two of which are blocked by snow while the third offers a clear route in. Entering this pipe forces the player to crouch, introducing this movement mechanic to the player early on.

Floor 1

  • Player enters Floor 1 through drainage pipe and drops down into the water reservoir basin.

  • Stairway leading to Floor 2 is inaccessible due to being located inside an area locked by a powered door (marked in green).

  • Player must retrieve a power cell (4) from the storage rooms and plug it into one of the generators to open the door to the stairwell.

  • Areas marked in light blue are snowed in and inaccessible until the player acquires the blowtorch from Floor 2 which allows them to melt snow formations.

    • Player can return to Floor 1 with the blowtorch to open up new areas, revealing additional datapoints, though this not necessary to complete the main objective.

Floor 2

  • Player enters Floor 2 through the stairwell. Attempting to continue up the stairs to Floor 3 is not possible due to the presence of thick snow blocking the path. To clear the way, the player must retrieve a blowtorch (12) from the research lab that can melt away the snow.

  • The main corridor to the research lab is also blocked by snow, meaning the player has to find another way in.

    • This forces the player to go through the dining room and out onto the balcony, creating a “wow” moment as they catch a glimpse of the surrounding landscape from partway up the mountain.

  • From the left side of the balcony, the exposed balcony of the research lab is visible in the player’s peripheral.

  • After retrieving the blowtorch and clearing a path back through the frozen corridors, the player can now melt the snow in the stairwell and access the next floor.

  • Requiring the player to use the blowtorch in progressing through the main path introduces the mechanic here so they are aware that additional areas can be accessed by using it.

Floor 3

  • Player enters Floor 3 from the stairwell and and must log onto the satellite network by accessing one of the computers in the control room.

  • Doing so requires gaining access from the server room, which must be reactivated first by installing the final power cell in the generator room.

  • Once the player accesses the computer and reboots the satellite network, they discover that the satellite dish is unresponsive to commands to realign its position.

  • Player must now ascend to the surface to investigate the satellite dish.

    • This requires retrieving an ice axe (21) from the first floor which is needed to clear ice blocking the elevator shaft.

Summit

  • Player reaches the summit after scaling up the elevator shaft and travelling along the walkway to the satellite platform.

  • Interacting with the control panel rotates the satellite dish, realigning its position and allowing communication to be established with the human spaceship in orbit.

  • This initiates the final scene dialogue and the ending to the level.