Reboot

To learn more about the journey I took iterating on Reboot's visual language throughout development, click the following button.
In Reboot, the player must design the level layout before they confront enemies. By utilising objects as cover and creating their own path of action, they can shape the game around how they want to play.
Reboot is the second game I've made in Unreal Engine 5 and gave me the opportunity to craft modular environments and gain a stronger understanding of visual cohesion.
Some ways this game has helped grow my skills as a game developer include:
Understanding how to create engaging, "malleable" environments that the player can bend to their will. With each level, it was vital that the player could tackle it in their own way, featuring enough objects to give them autonomy without overwhelming them.
Communicating effectively with the player through utilising feedback. I wanted a minimal UI, but still had to ensure the player was aware of when they hit an enemy, or when they had been shot themselves.
Making use of restrictions to create something cohesive and directed. I reduced my colour scheme to be as limited as possible while still accurately communicating with the player. Doing so made me drill down into how to most concisely represent the game's core design features.

A video showing how the movement of objects works in Reboot.
Shaping the Environment
Objects in the game can be one of two colours, white or black. White objects cannot be moved, but can still be used as obstacles. Black objects can be moved and rotated as the player wishes, giving them choice over how the level lies.
Reboot shifts the motivation from tackling the level in a way you prefer, to designing the level in a way you prefer. The challenge takes a step backwards, where the player must first create before attempting to confront.
Some players may prefer exploiting cover, others may prefer going guns blazing, and there may be some that love the idea of executing an effective flanking manouevre.

Several ways of manipulating the environment, with the original look of the level in the top left corner.

(Click to Enlarge) Comparing a level's original design to how it looks in the game currently. You can read the inspiration for the level in the first image, discussing how it should have a small hidden path the player can exploit.
Different objects can have a distinct effect on the player experience. Featuring a variety of shapes and sizes gives the player more choice over how they want to set up the environment.
Small crates and chairs can act as simple cover when in a gunfight, with cargo containers allowing the player to mould the entire layout of the level.
The below video shows how different sized objects can assist the player. Short objects act as cover you can crouch behind, but also can be used to shoot over. Larger objects make better cover, allowing you to move around quicker and safer, but you must jump out of cover when trying to shoot.
A video showcasing how different size objects can be utilised.
Crafting a Cohesive Visual Language
Reboot focuses on three main colours. Black, white and red.
Each colour communicates a certain message to the player.
Black: Interactable
White: Uninteractable
Red: Danger
The only black items are the player, their weapon, and objects they can move. No matter the layout of the level, no matter what objects are on display, the player will clearly understand what they can manipulate.

A level with the player in the foreground and movable objects seen in the distance.
White items consist of the environment, such as walls and the floor, and objects the player cannot move. Immovable objects encourage the player to carefully consider how they decide to approach the level.

A white, immovable generator, contrasted with a movable object beside.
Red items consist of enemies and damage the player has taken. If the player gets shot, the walls flash red and the player's body incrementally gets covered in red markings, signifying how close they are to death.

The walls flashing red after the player has been shot, with red marks on the player indicating they've been hurt.
My aim was to clearly communicate with the player in as little colour. With the game featuring rigid rules on what objects can and cannot be moved, it was important that the player could quickly understand how they can affect the level's environment, even if filled with items they have no encountered before.
I ensured the game's colour scheme was cohesive across levels by crafting a moodboard I could regularly refer back to. Doing so helped me keep track of what the level should represent in terms of both colour and space. I iterated on the moodboard over time. For example, vaporwave only became an inspiration while I was experimenting with post-processing in the editor.
I also included a reminder in the bottom-left corner to always consider objects the player can manipulate, due to how crucial they are to the core gameplay.

The moodboard used when making Reboot. While some inspirations came later in the project, this moodboard best represents the current game.
In addition, to test if a level was legible enough, I would blur screenshots of the in-engine prototype and see if each object was quickly and easily understood. You can read more about this on the Reboot Deep Dive linked at the top of the page.

A blurred version of a level, showing how movable objects, the environment, and enemies are easily recognisable even when the level is obscured.