Development Time: July 2011 – August 2011
Team Size: 3
Role: 3D Artist, Game Designer
Plaform: PC, IOS, IPad
Cube combines the simple fun of a sliding-tile puzzle with the complexity of a cube. The goal is to connect the pipes on the tiles so the light beam travels from the green start tile through the gates on the sides of the cube, and reach the red end tile. The puzzles grow in complexity through the addition of faces to the cube puzzles and the introduction of various unique tiles. Players can complete challenges by solving a puzzle in a set amount of time or amount of moves. These challenges award points that are used to unlock more challenging levels.
Cube started as a simple prototype in early 2011, and was later accepted into the TAG Concordia Incubator. The incubator granted the team the ability to work on Cube full time for two months. During this time, Cube was redesigned and expanded to improve on the existing concept. These included unique tile types that greatly expanded the possibilities for complex puzzles.
During the production cycle of Cube, I filled the role of Game Designer and 3D Artist. At the beginning of the development cycle, I created the assets and textures of the various types of tiles found in Cube. After the completion of the art assets, I moved to puzzle creation. I utilized the custom level editor designed for Cube to rapidly iterate on new puzzles. I collaborated with the Lead Designer to create a difficulty curve for the levels we have created, together making over sixty levels by the end of the development cycle. The puzzles start with a simple one sided puzzle and advance to more complex puzzles that cover every face of the cube.
Tiles and Gameplay
Many puzzles in Cube contain Gate tiles, which are tiles that the light must pass through in order to successfully complete the puzzle. The players must solve the puzzle while still satisfying the conditions of all the gates in the level. Gate tiles are visibly different than normal tiles, and can require a certain requirement to be activated. Gates act as landmarks to give the player subtle hints at the puzzle’s solution.
Normal gates require no special properties for the light beam to pass through it.
Ordered gates require the light beam to pass through each gate in numerical order. These gates have a number on the tile to designate the order.
Colored gates require the light beam to be a certain color before the beam can successfully pass through the gate.
Portal tiles teleport the light beam from one portal to another. The portal tiles are colored in pairs. The portal color allows players to track which portals are connected and to differentiate between multiple sets of portals.
Connectors are small pieces of immobile pipe that can be found along the edges of the cube. Players cannot move across the faces of the cube unless they pass through the connectors.
The Color Changer tiles can change the color of the light beam. Color changers are crucial to solving puzzles with colored gate restrictions. These tiles can be red, blue, green, or white.
Cube utilizes the additive color system, where red, green, and blue are the primary colors. These can be combined to create three secondary colors as seen in the chart below:
The additive color system can be used to create a variety of unique and colorful puzzles in Cube. Below is an example of advanced usage of color mixing: