I realised 3 short levels about inertia of the avatar in Portal 2. I used one component to make these levels, the bumper. I have chosen to focus the experience of my levels on a more action side and closer to the shooter genre. For this work, I wrote a document retracing my intentions and their implementation in my levels.
In order to adjust to understand the difficulty of the proposed challenges, I used the Rational Level Design method. In the parameters that I identified the most important were the window of opportunity to shoot and the distance between the avatar and the target.