Video game Gatekeeper: designing living portals and wall-piercing mechanics

Published on May 30, 2026 | Translated from Spanish

Analyzing Portero (Doorman) as a playable concept is fascinating because its ability to be a living portal breaks the classic rules of 3D navigation. Unlike tools like the portal gun from Portal, here the character is the means of transport, which forces the design of mechanics where the mutant's body becomes a dynamic geometry connecting two points in space. This allows traversing walls, floors, or ceilings without needing to open visible holes, opening up possibilities for perspective and stealth puzzles.

[Conceptual illustration of a mutant character opening a body portal in a brick wall, action and 3D puzzle video game]

Technical Implementation: Collision, Rendering, and Inverse Kinematics 🎮

To model Portero's power in an engine like Unity or Unreal, the biggest challenge is the visual representation of its body as a 3D portal. One solution is to use a dual-camera system: one captures the destination scene and another projects it onto a human-shaped mesh, applying a clipping shader to simulate the void. Collision must be treated as an invisible trigger: when an object or player enters the body's volume, they are teleported to the exit using a direction and rotation vector. This is reminiscent of Dishonored, where phase shifting requires anchor points, but here the anchor is the character itself. Additionally, inverse kinematics (IK) must adjust the limbs so the portal always faces the target, preventing the model from deforming when traversing thin surfaces.

Level Design and Narrative: The Cost of Being the Medium 🧩

The biggest limitation of Portero is that the player does not control the portal, but rather is the portal. In a video game, this would mean the playable character must remain static while others pass through, generating a dynamic of protection and sacrifice. Levels should be designed with risk zones where the player must strategically position themselves so allies or projectiles cross their body, similar to the cooperative puzzles in Portal 2. Narratively, this reinforces the conflict of being used as a tool, a recurring theme in Byrne's comics. The camera should alternate between first and third person so the player feels the vulnerability of their open form, while the particle system marks the flow of energy when traversing.

How can the mechanic of traversing walls with a living doorman be designed so the player truly feels they are using an organic portal and not a simple invisible door.

(PS: game jams are like weddings: everyone is happy, no one sleeps, and you end up crying)