Cut The Rope 3

General information
Platforms: | Mac, iPhone, iPad, Apple TV, Apple Vision |
Genres: | Casual, Puzzle |
Copyright holder: | ZeptoLab |
Introduction
Cut the rope 3 is a sequel in the well-known Cut the Rope IP from ZeptoLab, I worked on it while
employed at Paladin Studios. The game features over two hundred levels in which it's your primary
objective to reunite Nibble Nom with Om Nom. Nibble Nom's position can be manipulated by interacting
with various mechanics in the levels, such as cutting physic based ropes, lowering water levels and
attracting objects with a magnet.
My main focus during the project was the level design, I did this allong with Jos
Tellegen (senior designer) and Jesse Brolsma (design intern). Other involved members in the level
design process were Coen Neessen (Game Director) and Shahab Djafarpour (lead designer) who would
review the levels and gave excellent feedback. Additionally, various other colleagues participated
in
weekly playtesting sessions to help further refine the game.
Furthermore, I have made various other contributions to the project, including designing and
prototyping
mechanics, programming tools, integrating haptic feedback, and implementing several UX enhancements.
Design process
The design of the levels was separated into 5 phases. This was done this way so that issues could be caught early on in the design process and it would minimise time loss.
- Phase 0: The initial idea of the level, this was centred around finding the player experience. This could be a sketch on paper or a rough interactable in Unity.
- Phase 1: Here the level starts to take shape, the designer builds the level in Unity and it’s required to have 3 stars that you can collect on your way to Om Nom.
- Phase 2: The level gets refined, an environment is assigned to the level and the designer ensures that the platform shape fits that environment. An example would be that platforms in the Shipwreck environment need to look like planks. Furthermore, the level needs to be consistent, Nibble Nom shouldn’t get stuck on colliders on some playthroughs.
- Phase 3: Art assets are added to the level. Assets such as plants, crystals and hieroglyphs that can’t be interacted with.
- Phase 4: Unused gameobjects are removed from the level scene, to increase the performance of the game.

Phase 0

Phase 1

Phase 2

Phase 3
Phase 4
Custom level design tools
When I started working on the phase 2 versions of levels I started to notice that the current way to edit platforms took up a lot of my time. It was quite difficult to make objects completely straight, because the points that platforms consist out of didn't have a snapping option. Furthermore there were no options to mirror, scale or rotate platforms, because I couldn't do that directly on the gameobject. If I did that it would affect the textures as well. I concluded that it would save a lot of time if I extended the platform script to suit my needs, so I ended up doing that. I also added an undo button, because Unity's own undo button didn't work for this.

Mirror

Scale

Rotate

Straighten