Tools: Unity. Blender. Terrain Tool.
Team Size: 5
Responsibilities:Â
Level design.
Level decoration.
Modelling fish and coral assets.
Writing dialogue.
University project aiming to raise awareness about plastic pollution.
An atmospheric turtle adventure where you meet new friends and avoid eating plastic.
Untitled Turtle Game is relatively simple. You can pick up collectables and progress through several biomes until you reach the end.
There is no fail state because the game aims to be easy and accessible - the goal is to make people aware of plastic pollution.
Each biome aims to be thematically distinct and teach the player about different aspects of ocean plastic pollution.Â
Biome 1: Coral Reef - instill an appreciation for the ocean in the player.
Biome 2: Polluted Maze - how shallow water areas are affected.
Biome 3: Plastic Field - how animals are affected by plastic.
Biome 4: Shipwreck - how plastic affects deep water areas.
Collectable descriptions and companion dialogue give additional information; for example, about bioaccumulation.
This biome aims to instill an appreciation for the ocean in the player. Bright sunlight, colourful coral, seaweed, and fish make this environment beautiful and inviting.
The level is open and has archway landmarks in clear view, making it easy and inviting to explore.
This pipe is present throughout the entire game. It guides the player in the right direction and provides a point of orientation.
Its dark colour and pulsing red light makes it stand out from the rest of the environment.
Archways are highlighted by sunlight to encourage the player to swim through them.Â
Motion attracts attention so schools of fish are also scripted to swim through and around these arches.
The level is shaped like a reverse-funnel. It starts narrow and gradually opens up, nudging the player in the right direction while making them feel like they are exploring.
A large industrial wall blocks the player from progressing. A dolphin NPC and bright red lights clearly frame the entrance to the next biome.
This biome aims to show how pollution negatively affects coral reefs and shallow water areas.
A stark contrast from the colourful starting biome, vibrant colours are replaced with toxic green and pieces of plastic float in the water.
Large rocks and obstacles break up the space, forcing the player to navigate between them.
They cannot simply swim through arches in a straight line like in the previous biome.
The game is intended to be easy, so the maze is not complicated. You will still make progress no matter what path you take.
The pipe tunnels straight through the rock. This shows a disregard for nature as an obstacle.
The player also loses the guiding pipe, forcing them to think critically on what direction they want to go.
Branching paths lead the player to new collectables or to the next biome.
This biome aims to show how animals are affected by plastic - mistaking it for food or becoming trapped in it.
Floating plastic bags act like a minefield. Forcing the player to slow down - colliding with a bag will attach plastic to the player.
The biome is relatively straight and narrow, it forces the player to engage with the plastic obstacles.
The industrial pipe reappears near the end of the biome to guide the player and make them feel less lost.
The entrance to the next biome leads down a spiraling dark cave. The player's new jellyfish companion is the only thing that lights the way.
This biome aims to show the full extent of plastic pollution. That it also affects areas of the ocean that humans do not normally see or experience - like the deepest parts.
The player has been funnelled down a narrow cave. Suddenly, the level opens up and reveals an expansive space. The shipwreck is clearly framed by faint lights and schools of swimming fish.
A hole in the center of the wreck invites the player to swim through. The rest of the level is kept dark and barren to keep full focus on the wreck.
Figuratively and literally. The dark environment is barren, except for the shipwreck. Plastic that drops from above reminds the player of pollution.
The NPC dialogue and collectable information makes the player feel hopeless - even the deepest depths of the ocean are not safe from plastic.
A glowing fog card frames the exit of this biome. (these cards have been used to frame every exit, but it especially stands out here.)
The player rises back out of the depths and into the light, where they trigger a cutscene.
The turtle and its companions have been searching for a plastic free paradise.
This cutscene shows that even though they have escaped, they are still faced with a vast ocean filled with plastic.
The animals cannot find the solution on their own, it is up to the player to decide whether they want to act in real life.