Robert Gordon
Level Designer
Momentum Encounters
In five weeks, I created a single-player test chamber built around verticality and enemies that the player must carefully navigate using momentum obtained through smart use of the portal gun.
The project was made using both Portal 2's built-in Community Test Chambers and Valve Hammer Editor.

Level Designer
July 1st 2023 - August 18th 2023
Solo Project

Portal 2 Community Test Chambers and Hammer Editor
Overview
Momentum Encounters is built around a using momentum obtained through falling and redirecting that momentum with the portal gun to reach new areas. Using that the player can navigate through the rooms with enemy turrets to reach the end.
Level Design Process
Research
Study previous made Portal 2 levels to identify shortcomings and study about using Hammer editor.
Documentation
Plan out level with notes on goals for level
Prototyping
Started building out the level in the Portal 2 Community Test Chambers Prioritize making sure level was playable in this.
Feedback
Once a playable version is made present it to playtesters. Obtain their feedback to find issues with level and continue iterating on the level.
Iterating
Using the playtest feedback to adjust the level accordingly. Additionally transfer level into Hammer for edits previously not possible
Research
For research I had experience making two Portal 2 levels in the Community Test Chambers, but felt they were lacking something. After reflecting I realized a big thing they were lacking. I did implement verticality into my levels all too well. This cause my levels to be too flat causing the geometry to be pretty boring to traverse.
Using that as a basis I knew what mechanics to use for Portal 2 that being momentum being retained when going through portals. Using that plus enemies to act as obstacles for transverse I knew I had a good idea and needed to get to planning.
Finally, for this project I wanted to use Hammer for this project as it provide useful benefits to that I didn't have access to when using the Community Test Chambers like checkpoints. Additionally, Community Test Chambers can be ported into Hammer, so I can still use the software I used before.
Documentation
For this project I was light with documentation focusing on writing out issues I had with my previous levels in Portal 2. Additionally, I provided myself some restrictions and some notes on what to consider while making the level.


Prototyping
With a plan in mind I went to begin work on the level in the Community Test Chamber. After doing two previous smaller scale projects I was familiar with the software, although it will done in a larger scale as I would be doing three rooms instead of one room for the previous levels.
After some early variations I settle in on what each section will present itself which in the end got close to the final version of the level.
Feedback
Once I was confidant enough in the prototype I would now turn for feedback from others. For this project, I was fortunate enough to have Conner McMullian reach out to me on if they could playtest my level which I happily accepted their help.
The biggest take away was how an obtuse challenge was both frustrating and pace breaking. For example at the start to reach the platform in front of the player they needed to put a portal on the floor of the platform instead of the wall behind it. This forced the player to do this bizarre movement of getting out to continue on. If it is on the wall the player simply walks from one wall to another with little trouble allowing it to flow better.
This open my eyes for me on handling challenge. While the initial way is harder its not in a interesting way, all it does make a normally smooth intuitive action into an annoying one. It help me consider how the player feels when moving and ensure these types of interactions are only using in more appropriate situations.
Conner McMullian LinkedIn:

Iterating
Armed with the feedback from the playtest I needed to revise my level. Improving the flow for the whole level require many adjustments. I made the starting area more intuitive, removing unnecessary portal areas in the last section, and improving time to react to enemy fire in second area.
Additionally, here I began the process of transferring my level into Hammer editor. In Hammer editor I was able to implement key features to the level like checkpoints to help limit the repetition of redoing the whole level. Hammer also allows for more varied lighting and materials used for level geometry.


Design Insight
Flow
Making a level centered around using momentum to reach further into the level I wanted to make the level feel good to navigate through. The use of the momentum was the key to the problem and finding creative ways to create the needed momentum to solve the puzzles.
For example, in the second area once you press the button you return to the other side with portal momentum. Originally you were placed at the bottom of the area on the other. Now, you are sent to the area above as the previous way just made the player needlessly backtrack.

Utilizing momentum to the fullest
When it comes to using momentum in Portal 2 it creates a new set of rules that need to be consider when making the level.
For one you need to create the space needed for the player to reach speeds that allow them to reach new areas. That can create new problems as the variablity of the speed can cause the player to be overwhelmed or confused on what method for speed is the way forward.
My solution I utilize gravity that allows the player a consistent method of gaining speed that is also easily directable with the portal gun.



Areas to fall into are limited to prevent issues with not knowing what to use. If ones are present they are made clear they will not work.

Teaching the player
For this level I needed to ensure the player understood the rule of momentum before giving them further challenges.
As such the first area was designed to explain this concept to the player as quickly as possible.
The first enemy is primarily used to help push the player to the area up top as it is critically for the solution to work.
From there they will be at the best angle to see an area to place a portal then fall down into another portal using the momentum to reach the platform with the second enemy turret.

What I would do differently in the future
Fizzler Gates Use
The more a do reflect on it I feel like the fizzler gate wasn't used to its full capabilities. The fizzler gate is an object that prevents the player from shooting shots from the portal gun through and removes any activated portals the player has when going past it.
I feel like I only scratched the surface of what it is capable of which makes the object feel forgettable in my level unlike the other features like portal momentum and enemies which I felt were better highlighted in my level.
Too Dark
The lighting in the level feels too dark when going through. This was a common experience people left to me on Steam and it got me thinking about it. After looking through both other levels in the Workshop and Portal 2 itself I believe in this idea.
I made adjustments to the lighting to create a better difference between areas, although I think I might have overdone the editing. I should have used more reference on how to handle lighting, although now I can see how that expectation can be seen within my level, and would like to thank those who took the time to provide those thoughts to me. Lighting is always critical, although I should be careful about making many adjustments when handling it.
Better documentation
After doing this project I noticed how I struggle to communicate my concepts to others. I felt as though I need to make something visual to go along side the notes I made for the level just for a frame of reference. For Portal 2 level I struggle to see how a traditional level map could be made as the portal location would be tough to fully show, but it shouldn't have discourage from trying.
I could have try different methods for visuals or just use the map for the level's look.
Closing Thoughts
This was a great learning exercise for me and one I want to further capitalize on with future projects. This sense of verticality helped me create far more interesting levels that will allow for memorable experiences for players to go through which is my goal. I want to create a memorable and fun experience with anyone who will play through my level that can allow the game's features to shine. I hope I can bring this to any project I work on in the future.
Once again huge thank you to Conner McMullian for both reaching out to me on playtesting the project and their feedback without them the level wouldn't be in the state it is.