Robert Gordon
Level Designer
Unmatched Tower
In ten weeks, I created a single-player time-rift level for A Hat in Time. It focuses on the Dweller Mask, which allows green holographic objects to materialize and purple solid objects to dematerialize.
Project made using A Hat in Time Modding tools provided by Gear's for Breakfast which is a heavily modified Unreal Engine 3.

Level Designer
January 1st to March 15th
Solo Project
Unreal Engine 3 (AHIT Mooding Tools)
Overview
Unmatched Tower is a time-rift level which are platform challenges where at the end a time-piece act which act as the player's end goal. Using a myriad of A Hat in Time movement options along with the Dweller mask and grapple hook the player will navigate through the many challenges presented to them.
Level Design Process
Level design Process- Research, documenting, prototyping, iterating, feedback additionally talk about learning a new editor in the research or document area
Research
Study the blue time rift levels present in game and some made in the Steam workshop. Study and find resources for the level editor.
Documentation
Plan out level with notes on goals for level, level map, and a beat chart.
Prototyping
Started building out the level in the level editor. Prioritize making sure level was playable in this.
Iterating
Feedback
Playtest prototype to identify issues when playing. Identify ways the problem can be resolved.
Once a playable version is made present it to playtesters. Obtain their feedback to find issues with level and continue iterating on the level.
Research
Before jumping into the editor I wanted to research the level type I would be making and the editor I am using.
Firstly, I wanted to playthrough the blue time rift levels from the game as a reference point to base my project off of. The blue time rifts are shorter platforming challenges that are hidden in the more open traditional levels in A Hat in Time.
The theme of its almost dream like area makes it so floating blocks don't seem out of place. Traditional structures like buildings or roads are largely absent.
Second it was to find resources for the level editor. As this was my first time using this editor I needed to find what information I can for the editor to make the project. Resources were plentiful with Steam Guides, YouTube videos, and the Official A Hat in Time Discord providing a ton of breakdowns on using the editor.
Documentation
I started off with written basis of my level. Restrictions for the level, what mechanics to utilize, how to use them, ideas for of level set pieces.
Level map was made to create a rough idea on the image of my level.
Finally, with the beat map chart I thoroughly wrote down what each beat of my level would feature. Break down what mechanics will be used, difficultly of the section, and what steps will be needed to beat the section.

Level Start (1-3)

Spinning platform and cylinder tower (4-8)

Final Challenge (12-18)

Level Start (1-3)
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Prototyping
After an establish plan I went into the editor with a focus on creating the level. At this stage the focus was on creating a functioning level one that will have flaws, but at this stage it was fine.
Ideas could be tested properly realized and tested. If those ideas needed tweaks I can provide them that. If the idea truly didn't work then it would be scrapped like using a dweller mask to reach a dweller bell. If both are active then green platforms would dematerialize which for the player could reasonably not be aware of leading to unnecessary frustration and confusion.

Iteration
Old level start
With the intentional prototype establish I would begin iterating on the idea. I would playtest this version of the level to provide myself my own feedback on that part of the level. See issues that can pop up like certain mechanics not working intentionally or seeing if reaching an area is reasonable for the player.
Also asking more open ended question like how is it clear to the player on where to go next, could I add something to make a boring section have more stakes, does navigating through this area fun, and more. I ask these question to get insight on my level on before getting feedback from others
Examples of iterations made were the cookie platform in front of the cylinder tower, fire hazard at the first spinning block, and the dweller block at the start of the level.
New Level Start
Feedback
Old version
Once I have iterating on the level enough I feel confidant in I would now turn for feedback from others. For this project I had a plan for getting feedback, but it fell through. Fortunately a public Steam user played and offer me feedback on the matter.
The main issues were on the where to go on the cylinder and in the section with the Dweller bell although I couldn't get further clarification. Instead, I simply evaluated both sections of the level to see if the issue of what to do for the player which after some review I believed both needed further refinements.
The first one encountered in the level had minor tweaks to the grapple location to communicate better to the player, however the second one I overhauled seen in the second image.
Using feedback I go back to help establish a basis for further iterations to my level.
Updated version
Design Insight
Pacing
Providing a variety of high stake high tension and moments to ease that tension were vital to the level.
Early on I have a section including disappearing platforms and green dweller blocks. Both provide ways to continue, but require the player to be on the move consistently building up the tension. After an extended time a regular platform appears allow the player a moment to breathe.
Fully Utilizing the Dweller Mask
Here's a video and written breakdown of the Dweller Mask

On use the player will create a green sphere that centers on the player that will turn green lined blocks solid and purple solid block into purple line blocks.
Restrictions:
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Effect last for about 3 seconds which can be end early at any time
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Cooldown of 1.5 seconds after use
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If both a dweller mask and a bell is activate the effects cancel out causing green blocks to NOT materialize and purple blocks to REMAIN solid.
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Vision is reduced causing farther away items to not be as visual as before
Old view of hookshot area with dweller mask active
New view of hookshot area with dweller mask active
These restrictions were on my mind when crafting the level and influence many decisions I had to make for the level.
For example, the Dweller Bell area doesn't require the bell to beat, but the timing is strict with little room for error. The bell provides an alterative to clearing the area.
For the vision being reduced this also played a massive part in the solution to this area. Because the grapple point is needed to be seen for the player to progress forward.
Smooth Linear Navigation
Time rifts act as an alterative linear levels found within the traditional levels of A Hat in Time which are far more open ended. I wanted to ensure that aspect of the level was kept in my level.
There was one challenge with that idea in the early section I wanted to be more open, but still straight forward.
Here is the path I wanted the player to follow.

Player starting point
Various view points
A major issue I was communicating progression vertically. Behind the cylinder tower the player needed to wall jump to reach up to the platform. The platform that the player need to see for progress is not communicated well as from various viewpoints the player either can't see it or not shown enough to give the player the idea that they can reach the area.
I went in a different direction using the the dweller mask blocks to create a structure to wall jump between to get up top. This better communicates what the player needs to do, still allows the player to go upwards for progression and allows more uses of the dweller mask.
What I would do differently in the future
Handling getting feedback
Public feedback is a useful tool, but it as a feedback source has it's limitations. Its hard to get specific details on an issue as communication can become fragmented easily.
The problem I had was a misjudgment of expectations. Quake a game I previously worked on had a well active community of playtester open to giving feedback to other map creators. A Hat in Time has a loyal and still active community, but one doesn't have that sort of system like Quake has.
Going forward I should communicate more with community members or even those who have simply enjoyed A Hat in Time and ask them in private. Ask if they would be open to playtesting a level I made.
Zipline
The ziplines in my level I feel slightly out of place in terms of gameplay. They act as a static away to go from point A to point B without much thought to it. While they provide a longer stakes moment for the player to go through, I feel I could have implement through the level itself instead of a zipline.
Beat Level chart
The beat level chart was useful tool to help better layout what exactly I will do when making the level. However, it also caused issues like having to split between the level map and as references for the level and the format feeling a bit too clunky.
I believe going forward I should include elements to say what elements I want to focus on and the intensity of the area, but in a different way. Like notes in Miro and a more verbose answer in the document with goals.
Closing Thoughts
In the end I thoroughly enjoyed my time with this project. Revisiting A Hat in Time was a joy and evaluating it in a new angle helped me appreciate the game even more. Using an early version of Unreal Engine has been fun as well to see what a lot of these features evolve into like Matinee system being an early version of Blueprint.
A lot of my previous projects I was hesitant in saying I wanted to do more, but here I am confidant in my decision on working more levels here in the future. I even already started dabbling with other mechanics and hazards on my own.