
Bachelor Project - Coding
Creation Date:
January 12, 2022
Project Description
This project was part of my bachelor's thesis, where I explored the research question:
"How does the Player Guidance of a Level affect a Player’s Immersive Experiences?"
The goal was to create a narrative-driven exploration game that relies on passive player guidance rather than traditional UI elements. Players are encouraged to explore the world, discover hidden rune stones, and activate them to progress—all without intrusive HUD elements. Instead, environmental storytelling and level design subtly lead the player towards their objectives.

Character Controller Overhaul
Originally, I intended to use a prebuilt character controller from an asset pack, but I was dissatisfied with its movement behavior. To ensure a more immersive and responsive experience, I decided to completely rewrite the character controller.
✅ Implemented custom movement physics for walking, running, jumping, and crouching.
✅ Added developer tools such as speed multipliers and debug movement.
✅ Fixed camera rotation issues and improved overall player control.
Character Controller Overhaul
Originally, I intended to use a prebuilt character controller from an asset pack, but I was dissatisfied with its movement behavior. To ensure a more immersive and responsive experience, I decided to completely rewrite the character controller.
✅ Implemented custom movement physics for walking, running, jumping, and crouching.
✅ Added developer tools such as speed multipliers and debug movement.
✅ Fixed camera rotation issues and improved overall player control.
Interaction System – Object Selection & Interaction
One of the core mechanics of the game is environmental interaction—allowing players to pick up, rotate, and place objects to create their own paths.
✅ Implemented a raycast-based interaction system that allows players to select objects.
✅ Highlighted interactable objects using color changes when hovered over.
✅ Designed an intuitive toggle system to switch between holding and adjusting objects.
Interaction System – Object Selection & Interaction
One of the core mechanics of the game is environmental interaction—allowing players to pick up, rotate, and place objects to create their own paths.
✅ Implemented a raycast-based interaction system that allows players to select objects.
✅ Highlighted interactable objects using color changes when hovered over.
✅ Designed an intuitive toggle system to switch between holding and adjusting objects.
Object Pickup & Placement System
After designing the interaction system, I expanded it into a pickup and placement mechanic, allowing players to manipulate objects in the environment.
✅ Implemented pickup and drop functionality with physics-based interactions.
✅ Designed adjustment states, letting players precisely rotate and position objects.
✅ Ensured seamless switching between holding and adjusting items for better usability.
Object Pickup & Placement System
After designing the interaction system, I expanded it into a pickup and placement mechanic, allowing players to manipulate objects in the environment.
✅ Implemented pickup and drop functionality with physics-based interactions.
✅ Designed adjustment states, letting players precisely rotate and position objects.
✅ Ensured seamless switching between holding and adjusting items for better usability.
Environmental Storytelling & Level Design
To answer my research question, I designed a large-scale environment with multiple pathways and points of interest, encouraging exploration without explicit instructions.
✅ Used landmarks & vistas to naturally guide the player’s attention.
✅ Reworked level layout to improve player flow and engagement.
✅ Removed unnecessary UI elements, allowing the world to serve as the primary guide.
📜 Level Design Example:
Players start on a high cliff, immediately spotting the final objective (a distant mountain fortress).
Lanterns and environmental pathways subtly lead them towards key locations.
Objects blocking the way encourage interactivity, requiring players to clear paths using the pickup mechanic.
🛠️ Result: A more immersive world where players discover the story through exploration rather than direct exposition.
Environmental Storytelling & Level Design
To answer my research question, I designed a large-scale environment with multiple pathways and points of interest, encouraging exploration without explicit instructions.
✅ Used landmarks & vistas to naturally guide the player’s attention.
✅ Reworked level layout to improve player flow and engagement.
✅ Removed unnecessary UI elements, allowing the world to serve as the primary guide.
📜 Level Design Example:
Players start on a high cliff, immediately spotting the final objective (a distant mountain fortress).
Lanterns and environmental pathways subtly lead them towards key locations.
Objects blocking the way encourage interactivity, requiring players to clear paths using the pickup mechanic.
🛠️ Result: A more immersive world where players discover the story through exploration rather than direct exposition.
Key Takeaways & Learning Experience
🎯 Player Guidance is Key: Thoughtful level composition and visual cues can replace intrusive HUD elements.
🎯 Environmental Interaction Encourages Engagement: Allowing players to physically manipulate the world enhances immersion.
🎯 Iteration is Essential: The project benefited from multiple redesigns, especially in level layout and movement mechanics.
Conclusion
This project served as both a technical and design challenge, allowing me to explore immersive game mechanics, player guidance techniques, and environmental storytelling. By removing traditional UI elements, I aimed to create an experience where players naturally engage with the world and uncover its mysteries on their own.
💡 Next Steps:
Further refine player guidance techniques in level design.
Expand interactive elements to enhance emergent gameplay.
Explore procedural storytelling methods for future projects.
Key Takeaways & Learning Experience
🎯 Player Guidance is Key: Thoughtful level composition and visual cues can replace intrusive HUD elements.
🎯 Environmental Interaction Encourages Engagement: Allowing players to physically manipulate the world enhances immersion.
🎯 Iteration is Essential: The project benefited from multiple redesigns, especially in level layout and movement mechanics.
Conclusion
This project served as both a technical and design challenge, allowing me to explore immersive game mechanics, player guidance techniques, and environmental storytelling. By removing traditional UI elements, I aimed to create an experience where players naturally engage with the world and uncover its mysteries on their own.
💡 Next Steps:
Further refine player guidance techniques in level design.
Expand interactive elements to enhance emergent gameplay.
Explore procedural storytelling methods for future projects.