Synopsis

Planet Nine is an atmospheric, first-person puzzle game set in a factory on an abandoned mining planet. The planet has been overwhelmed by a photosensitive toxin and the light is the only means of safety. Players must use their wits and the light to solve complex puzzles and escape the planet…

Project Overview

Engine: Unreal 4.27.

Genre: Puzzle, Sci Fi, Atmospheric.

Release: December 7 2022.

Timeline: 15 Weeks ( 17/08/2022 - 02/11/2022)

Roles: Narrative Design, Puzzle Design, Level Design, Community Engagement.

Team Size: 10

Level Design for “Planet Nine”

For the Level Design component, I was responsible for one of the key sections in the game, internally referred to as “Toxin Contamination” & “Living Quarters” This area includes two puzzle rooms and two connecting hallways that link the section to the main level sequence. While the visual design of the space evolved significantly throughout development, the core layout and puzzle structure remained largely true to my original plans. The original concept and flow of the area proved to be quite strong, which allowed it to stay consistent across multiple iterations.

Puzzle Design – “Toxin Contamination”

This puzzle was the first I designed for Planet Nine. The player’s objective “Unlock the door. Seems simple enough….

During early play testing, many players struggled with this puzzle.

Primarily because they assumed that entering the fog would result in instant death (which is normally true). With this feedback in mind, I implemented a key change to guide the player more naturally. Once they enter the fog room, the door behind them shuts which prevents them from backtracking. This subtle instance of environmental interaction forces the player to consider running through the fog, which leads to the discovery that, in this instance, it’s safe to proceed. This change significantly improved the flow of the puzzle and created a satisfying “aha!” moment for players.

If I was to go back and change anything regarding this, I would change the fog as the obstacle they need to overcome as this essentially ruins the pre established visual language within the game and will ultimately cause more frustration within the players.

Puzzle Design

Puzzle Flow:

  1. Enter the room to the left and retrieve a charge from the wall.

  2. Use this charge to open the previously locked door behind the player.

  3. Run through the opened door and cross the fog (which is harmless).

  4. Remove the charge from the original door and return through the fog.

  5. Back in the main room, use the charge to open a smaller side room containing a light box.

  6. Use the light box to illuminate the center of the main room.

  7. Retrieve the charge from the side room door and use it to move a large red box into place as a platform.

  8. Climb the catwalk and insert the first charge into the generator.

  9. Retrieve the original charge again from the left-side room and place it into the second generator.

  10. With both charges in place, the exit door opens and the player can progress.

Puzzle Design – “Living Quarters”

This second puzzle required significantly more planning and iterative design compared to the first. The initial vision was a multi-floor challenge where players would navigate a ventilation system to reach an upper-level office and interact with a piece of “Comms Equipment.” However, after a few weeks and several design discussions, we decided to streamline the experience—removing the comms equipment and reducing the space to a single-storey room & a smaller vent system. The focus shifted to a tighter, more refined puzzle that challenged player observation and spatial problem-solving without overwhelming them.

The objective of this puzzle is to open the door at the far end of the room. To do this, players must figure out how to access a glass-walled room, power its generator, and ultimately make their way to the exit. The challenge lies in understanding the sequence of interactions across multiple objects and environmental cues.

Puzzle Flow:

  1. After ascending the stairs, the player collects a charge placed directly in front of them.

  2. They must then carefully time their movement to place the charge into a generator protected by a spinning light—introducing a minor timing and risk element. (Otherwise fog will start draining their health)

  3. This powers a storage room door behind the player, granting access to a light box.

  4. The light box is used to climb a shelf at the far end of the room, allowing the player to enter and navigate through a vent system.

  5. Upon exiting the vent, the player activates a button that propels the light box through the glass wall, creating a new entry point into the sealed-off glass room.

  6. Before progressing, the player must swivel a spotlight to face the exit door, subtly teaching them the importance of preparing the environment.

  7. The player retrieves the original charge, inserts it into the generator inside the glass room, and powers the final exit.

  8. As they move into the next area, observant players may notice a small developer Easter egg tucked away—a fun reward for the curious.

Narrative Contributions for Planet Nine

Given the limited scope and runtime of Planet Nine, I knew there wouldn't be room for a complex narrative. However, I still wanted to include a narrative aspect to deepen immersion and give players a stronger sense of the world and its history. To achieve this, I created 13 collectible Data Logs scattered throughout the game.

Each log was written to provide insight into the backstory of Nova Corp and hint at the events that led to the current state of the world. These narrative pieces were designed to reward exploration and encourage players to piece together the story at their own pace.

Once the initial drafts were complete, two additional writers collaborated to refine and rework the final versions, ensuring tone and voice remained consistent with the game’s overall atmosphere. These finalized logs were implemented as in-game collectibles—offering optional narrative content for players who enjoy uncovering lore.

Will you be able to find all 13?

Planet Nine Trailer

Planet Nine Developer Commentary

Check out “Planet Nine” on ITCH.IO