
SWITCH TO CAR
LEVEL DESIGN PRACTICE
Genres: Single Player, Third Person, Side Scroller, Puzzle, Comedy, Action
Level Length: ~5 mins
Level Play Through
Personal Level Practice (3 Weeks Project)
REQUIREMENT: Building a small side-scroller demo with a specific ending using UE blueprints, including Level Design practice of making tutorials, checkpoints, sound effects, lighting, and one extra feature beyond basic movement, and only blockout assets with plane color could be used.
SOFTWARE: UE5
GAMEPLAY DESIGN:
+ Car/ Character Switch mechanism
+ Comedy Puzzle Game
+ Blueprint programming of all features & mechanisms
LEVEL DESIGN:
+ Checkpoint locations
+ Reasonable Character, Camera, and Control settings
+ Using sound effects to guide player emotion
+ Tutorial that introduces game features and mechanisms
+ Improve level based on playtest feedback
+ Collectables for guiding and inspiring players
+ Loop Structure Level
This is a small comedy side-scroller game, made with UE5 blueprints for all features. The goal of the game was to reach a certain speed to the destination. There are puzzles and obstacles along the road that require the player to clear the road by using the "switching" mechanism and interaction. This game involves practicing level design in the tutorial level, prototyping features, applying sound effects, checkpoints, and white-box design.
BUILDING PROCESS
INSPERATION

The game draws inspiration from the side-scroller game Switchcars, where the objective is to evade a worm's pursuit by hijacking vehicles along the path and acquiring upgrades that enable longer runs and simultaneous time travel. I picked the concept of switching as a basis point to derive the gameplay of my game. I want a basic mechanism that allows players to switch between driving and walking in a side-scrolling game. I think the time period only allows me to build one vehicle. I call this game Switch To Car
The most apparent differences between these states are height, speed, weight, protection, and mobility. After summarizing, the fundamental mechanisms for building a level become clear in the paper: In human states, the player's collision box is narrow but taller, moves slowly, and is fragile compared to driving; however, it can interact with items and jump around. The driving state enables the player to drive significantly faster, and the car is heavier, with enhanced protection. Additionally, it could have had some abilities, such as turning on the light or having boosts.
Combining these ideas, I had the game concept, and I was getting a driver's license at the time. I had inspiration from the speed limit sign. What if I turned that around as a speed requirement? The player must reach the speed requirement to advance to the next section; however, puzzles along the way slow down progress. I decided to make the game a comedy genre after discovering some sound effects. I came across a website that offers all meme sounds for free. It reminds me of some old comedy where, when an actor crashed their car, the laughing sound effect would pop up.
CONSTRUCTION
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Area 1 - Tutorial

The first area was designed for a basic tutorial, teaching the player the fundamentals of movement. The speed requirement sign indicates to the player the speed they need to jump through the gap. The room on the left introduced the collectible. Until the player grasped the concepts of speed and switching, they could not proceed to the next section. The movable block hit the next puzzle in the future area.
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Area 2 - Enhence Practice

In area 2, players must switch from walking to jumping on the platforms. The hidden room also encourages players to switch, and a blue box appears again, leading the player to infer that it is pushable. The speed requirement appeared again, but his time is 80. The player will understand that they need to push the box to fill the pits on the ground, allowing the car to accelerate freely.
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Area 3 - Greater Challenge

Area 3 requires the player to be cautious; the height difference blocks the player from simply walking into the tunnel, and signs indicate the dark tunnel as a hazardous area. If the player rushes into it, the land mines will explode. After the player turned on the light, they can see where the mines are. I also use the sound as a hint. When the player switches back to walking, they will find out they can defuse mines. The central area in the tunnel offered another chance to repeat switch behavior. When exiting the tunnel, the dash ability is more like a reward, and the following two small puzzles encourage the player to use the dash to push through. The dash ability also helps the car to accelerate instantly.
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Area 4 - Rewards

Area 4 formed a loop in the level. As a reward for the player, before the final rush moment that brings the player back to the start line of acceleration, the background music begins to play, signaling the approaching final moment.
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Area 5 - The Peak
The peak moment of the demo arrives. If everything goes well, all obstacles are removed, and the player can accelerate to climb up the loop, make the final jump, arrive at the ending area, and enjoy the success.
PLAYTEST & ITERATION
Video of the1st playtest version
In the first playtest version, I devoted considerable time to implementing all the blueprints for the main features, as no premade template in UE5 was suitable for the game. In the first playtest version, several players encountered issues, including falling off the map after switching states, unclear tutorials, and an awkward camera. However, many people enjoyed the idea and quickly understood what to do. I resolved the issues by first updating the camera, introducing a more detailed tutorial, utilizing color to distinguish assets, and addressing some bugs. Finally, I created the rest of the level with additional features, such as mines and an elevator, once I became more familiar with blueprints.
Everything starts to go well in the final playtest. Playtesters were all surprised by the sound effects and the puzzles, and many even included audiences who were watching, laughing out loud along the way. As expected, they especially love the final moment of the last jump on the loop, when they clear the path, and the tunnel area where many turn on the lights and discover the danger, accompanied by a funny sound effect after they are killed by the mine once.

