Uploaded August 2025 | Updated September 2026, 2 weeks ago
Source: https://bartw3d.nl
Descriptions by Bart Wagemans:
Cage Maps are small, usually single-screen sized challenges that employ game play elements in novel, non-'traditional' ways. These maps are hidden throughout campaign levels and reward the player with a captured ally which can only be freed after all enemies are eliminated. In this example I made use of the mechanics of stilts, which can be broken on three levels and/or wall jumped from. The player is asked to wall jump between two stilts before taking out the enemies on top. Afterward the player can perform a downward crush attack though the breakable platform and into the cage, breaking it.
The Cage Map depicted above depicts a scripted arena fight. As enemies are defeated, others jump in from the fore/background podia until only the 'boss' at the central rear remains, who carries the ally in need of rescue. Defeating this 'boss' completes the map.
This Cage Map focuses on enemy collision methods. Like Rayman, enemies can be killed using environmental hazards such as spikes. Furthermore enemies fly in the direction of attack when hit, potentially pushing other enemies in a similar direction. This level plays with these mechanic in several ways. For example the stilts can be kicked out from under the opponent to make him fall in the spikes. Similarly the enemy at the top left can be punched into his neighbour, shoving said neighbour into the spikes. The same is true for any enemy standing close to any spikes if hit with enough momentum/force. It should be noted all of this can be achieved without sacrificing speed or flow.
During my internship I was part of a small team looking into various gyro set ups: These gyros are manipulating by the player using the touch screen, which is achieved by rotating the tablet. Additionally multiple sections can be rotated using a single gyro control by means of gears.
Source: https://bartw3d.nl
Descriptions by Bart Wagemans:
Cage Maps are small, usually single-screen sized challenges that employ game play elements in novel, non-'traditional' ways. These maps are hidden throughout campaign levels and reward the player with a captured ally which can only be freed after all enemies are eliminated. In this example I made use of the mechanics of stilts, which can be broken on three levels and/or wall jumped from. The player is asked to wall jump between two stilts before taking out the enemies on top. Afterward the player can perform a downward crush attack though the breakable platform and into the cage, breaking it.
The Cage Map depicted above depicts a scripted arena fight. As enemies are defeated, others jump in from the fore/background podia until only the 'boss' at the central rear remains, who carries the ally in need of rescue. Defeating this 'boss' completes the map.
This Cage Map focuses on enemy collision methods. Like Rayman, enemies can be killed using environmental hazards such as spikes. Furthermore enemies fly in the direction of attack when hit, potentially pushing other enemies in a similar direction. This level plays with these mechanic in several ways. For example the stilts can be kicked out from under the opponent to make him fall in the spikes. Similarly the enemy at the top left can be punched into his neighbour, shoving said neighbour into the spikes. The same is true for any enemy standing close to any spikes if hit with enough momentum/force. It should be noted all of this can be achieved without sacrificing speed or flow.
During my internship I was part of a small team looking into various gyro set ups: These gyros are manipulating by the player using the touch screen, which is achieved by rotating the tablet. Additionally multiple sections can be rotated using a single gyro control by means of gears.










