Project Nomad (experiments)
This level attempts to offer the player multiple pathways in and out of the hub for them to express their individual preference through. -and explores how returning to the same hub area multiple times might help the player establish a sense of place.

This level attempts to offer the player multiple pathways in and out of the hub for them to express their individual preference through. -and explores how returning to the same hub area multiple times might help the player establish a sense of place.

The hub also acts as a safe spot for the player to rest between tasks, utilising the spatial configuration of the surrounding rocks to provide a sense of shelter.

The hub also acts as a safe spot for the player to rest between tasks, utilising the spatial configuration of the surrounding rocks to provide a sense of shelter.

Initial introduction to the hub using framing to gradually show/hide the important objectives.

Initial introduction to the hub using framing to gradually show/hide the important objectives.

The "shrine" / questgiver of the hub and its sightlines to other objectives in the level.

The "shrine" / questgiver of the hub and its sightlines to other objectives in the level.

Returning to the hub and discovering a hidden staircase leading to the shrine.

Returning to the hub and discovering a hidden staircase leading to the shrine.

Overview of the level

Overview of the level

Experiment 2 early concept. This experiment attempts to learn how players might act differently in one area, based on the spatial configuration of the previous area.

Experiment 2 early concept. This experiment attempts to learn how players might act differently in one area, based on the spatial configuration of the previous area.

Experiment 2A. Testers that were given this version started out in a wide open area before entering the main area of the test.

Experiment 2A. Testers that were given this version started out in a wide open area before entering the main area of the test.

Player is tasked with finding a second stone tablet in either the ravine to the left, or in the open area to the right.

Player is tasked with finding a second stone tablet in either the ravine to the left, or in the open area to the right.

Experiment 2B. Testers that were given this version started out in a narrow area before entering the main area of the test.

Experiment 2B. Testers that were given this version started out in a narrow area before entering the main area of the test.

Experiment 3A. This experiment was designed to examine how experiential choice would affect the player's feelings towards their chosen path (if both paths lead to the same endpoint).

Experiment 3A. This experiment was designed to examine how experiential choice would affect the player's feelings towards their chosen path (if both paths lead to the same endpoint).

The player's affect towards their chosen path was in part judged by their willingness to explore and find hidden stone tablets.

The player's affect towards their chosen path was in part judged by their willingness to explore and find hidden stone tablets.

Experiment 3B. This experiment similarly examines how experiential choice might help the player feel attachment to their chosen path (in this case if there are different endpoints).

Experiment 3B. This experiment similarly examines how experiential choice might help the player feel attachment to their chosen path (in this case if there are different endpoints).

Level as players would experience it.

Level as players would experience it.

The starting point of 3B uses visual composition to draw attention to each endpoint ( /\ + \/ ) .

The starting point of 3B uses visual composition to draw attention to each endpoint ( /\ + \/ ) .

Experiment 4 divides the level into three parts, gradually introducing the player to changing their surroundings.  
The player's emotional bond to their surroundings is once again in focus with each area providing its own hub space and quest-giver.

Experiment 4 divides the level into three parts, gradually introducing the player to changing their surroundings.
The player's emotional bond to their surroundings is once again in focus with each area providing its own hub space and quest-giver.

From the second shrine, a cool paralax effect can be observed in the background as architectural elements in the third area intersect and appear to be more than what they are...

From the second shrine, a cool paralax effect can be observed in the background as architectural elements in the third area intersect and appear to be more than what they are...

A bright rock and sloping dunes guide the player forward.

A bright rock and sloping dunes guide the player forward.

This area tries to examine how the player's emotional bond to-, and sense of place, changes as they indirectly affect their surroundings.

This area tries to examine how the player's emotional bond to-, and sense of place, changes as they indirectly affect their surroundings.

Finally the nomad's memory begins to come together.

Finally the nomad's memory begins to come together.

The player finds their way back to the beginnning of the area to climb onto the structure and towards the shrine.

The player finds their way back to the beginnning of the area to climb onto the structure and towards the shrine.

Project Nomad is my final Master's project at The Royal Danish Acedemy. This project was made with the focus of researching and experimenting with how environment- and level design might be used to help the player form affective relationships and emotional bonds to their surroundings in a 3d world.
The project consists of mulitiple simple experimental levels, as well as one final level/game. Check out the final level here: https://sebastianmear.artstation.com/projects/rR3RvG?album_id=2038958