As part of my portfolio for my application to Next Level Games, I created the Spectral Objects mechanic and designed three puzzles to demonstrate it.
Character & Animation: Battle Royale Hero PBR
Environment: POLYGON - Horror Asylum asset pack
Wall hiding shader: Wall Hiding System shader
All gameplay mechanics developed from scratch using Unreal Blueprints scripting.
The goal of this feature is to deepen the Dark Light mechanic and create interactions with other core systems, including the Poltergust and Gooigi.
Function similarly to regular hidden objects from previous Luigi’s Mansion titles.
Unlike regular hidden objects, their invisibility can be extracted and applied to other Spectral Objects.
When a Spectral Object becomes invisible, its collision is disabled.
When an invisible Spectral Object is revealed, the game checks whether Luigi or Gooigi is overlapping the object.
If a player is inside the object, collision is re-enabled only after the player exits the object, preventing clipping or trapping issues.
When scanned with the Dark Light, a revealed Spectral Object reacts by increasing its emissiveness.
During the reveal process, Spectral Objects display a distinct outline color compared to regular hidden objects.
This visual feedback differentiates Spectral Objects from standard hidden objects.
Behave the same way as regular Spirit Balls.
Once all Dark Spirit Balls associated with a Spectral Object are collected, the object’s invisibility is extracted and condensed into a Big Spirit Ball.
Players can aim and shoot the Big Spirit Ball to apply invisibility to other Spectral Objects.
If the Big Spirit Ball hits a non-Spectral Object or fails to hit any valid target within a few seconds, it returns to a position near the original Spectral Object and begins floating.
Players can vacuum the floating Big Spirit Ball again to reuse it.
The Big Spirit Ball can be passed between Luigi and Gooigi by shooting it, encouraging cooperative play.
The ability to detect and scan Spectral Objects is unlocked later in the game.
This supports a Metroidvania-style progression, encouraging players to revisit earlier areas and discover new interactions.
This mechanic is designed to layer with existing core systems, increasing complexity and flexibility of the game
Create and remove obstacles to protect Luigi from spikes or Gooigi from water.
Dynamically alter safe paths by revealing or hiding Spectral Objects.
Spawn temporary cover to block enemy projectiles.
Use Dark Light to reposition or remove cover mid-combat, encouraging reactive play.
Coordinate between Luigi and Gooigi to vacuum all Dark Spirit Balls.
Pass the Big Spirit Ball between characters to solve cooperative puzzles.
Add or remove weight by revealing or hiding Spectral Objects.
Adjust the balance and behavior of physics-based objects to solve environmental puzzles.
Players must time the boss’s movement and cause sections of the floor to disappear, forcing the boss to be hit by spikes or fall into lava to deal damage.
After each successful hit, the player extracts the floor’s invisibility and repeats the loop until the boss is defeated.
One player carries the Big Spirit Ball to its destination to remove blockers from the exit, while other players fight and defend against ghosts.
Players can remove sections of the opposing team’s floor by shooting the Big Spirit Ball, gaining a tactical advantage.
If players scan a Spectral Object before understanding where or how to use its extracted invisibility, they may become confused or lose momentum.
Puzzle layouts using this mechanic may require larger spaces to support visibility, aiming, and traversal.
This could increase the scope and budget for both level design and level art.