Brief - Time Haven Opening Level Design
Overview
The opening sequence establishes both personal stakes and core mechanics through the destruction of modern-day Vancouver, Canada. Players experience loss, discover time manipulation powers, and begin their journey as a Timekeeper, all while learning basic controls and core concepts.
Setting: Vancouver, 2024
Location Choice Rationale:
Multicultural city familiar to global audience
Beautiful mix of nature and urban environment
Peaceful setting makes destruction more impactful
Neutral political associations
Sequence Breakdown
1. Peaceful Introduction (5-7 minutes)
Setting: Vancouver Seawall at sunset
Player walks with spouse/partner along seawall
Basic movement and interaction tutorial
Environmental storytelling shows normal life
Subtle hints of something wrong (strange lights, brief time stutters)
Dialog establishes relationship and character
Key Moments:
Partner discusses upcoming anniversary plans
Choose dialog responses to establish relationship
Learn basic interaction mechanics
Photograph moment together (save for later narrative use)
2. World Collapse (3-5 minutes)
Trigger: Reality begins to unravel
Buildings start disintegrating
Crowds panic and flee
Partner and player run together
Tutorial for sprint and basic movement abilities
Escalation:
Ground breaks apart
Reality fragments
Other people fall into void
Partner falls but player catches them
Forced to let go, partner disintegrates
3. Power Discovery (5-7 minutes)
First Power - Reverse:
Player falls into void, about to meet the same fate as their partner
Time freezes and reverses
2nd Power - Time Vision:
The player has no initial control of their Time Vision
They see a yellow glowing colored area where a path has been destroyed
Drawn toward the glowing area, they actively use their Reverse ability, and the path is restored, allowing the player to escape
Jinn Discovery:
The player notices a purple glowing area and heads toward it
A Jinn appears, surprised player can see them
With the Jinn’s encouragement, the player uses their Time Vision and Reverse abilities to find safety
The player tries to go back to save their partner, but cannot, learning about time manipulation limits
Third Power - Warp:
Reach dead end with no escape
Jinn teaches Warp ability
Emotional choice: try to save others (fail)
Forced to save self by Warping to Haven
4. Haven Arrival (3-5 minutes)
Setting: Astra Nova
First view of Haven establishing shot
See other strange worlds and realities fragmenting in the distance
Establish base camp by reversing a collapsed structure
Jinn suggests possibility of finding home again
Key Teaching Elements
Movement Mechanics:
Walk/Run
Jump
Interact
Camera control
Time Powers:
Reverse (limited environment manipulation)
Time Vision pulse (reveal temporal faults and points of interest)
Warp (targeting and cost system)
Core Concepts:
Time as resource
Can't save everyone
Personal loss driving motivation
Jinn companion system
Visual Requirements
Environment Types:
Peaceful Vancouver:
Seawall path
City skyline
Mountains backdrop
Park areas
Destruction Sequence:
Fragmenting buildings
Breaking ground
Void effects
Time distortion visuals
Haven Introduction:
Safe zone midst chaos
Reality fragments visible
Basic camp setup
Temporal aurora effects
Technical Considerations
Sequence Requirements:
Linear path for tutorial
Simplified destruction system
Basic power implementation
Streaming solution for destruction sequences and Warp to Haven
Performance Optimization:
Limited NPC count
Optimized destruction effects
Efficient streaming
Controlled view distances
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