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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