I wanted to go back and re-iterate on a previous assignment that I really enjoyed a lot, an opportunity to showcase my interest in worldbuilding.
I also wanted to work more oncomposition while adding gameplay into the mix.
Production Time: 4 ½ weeks half time
Tools: Unreal Engine 5.2, Blender
Template: BotW Template made by student – Oliver Mathrani LD22
Assets: Self made in Blender
PLOT
You are an adventurer from an Explorer’s Guild, seeking out lost civilizations.
One rumoured lost civilization allegedly worshipped a Serpent God, the supposed creator of all life.
It is your job to venture through the hostile mountains and seek out the serpentine God, a lost remnant of it’s kind.
OVERVIEW
DEVELOPMENT
World Building Document
As a way to flesh out the world and the environment itself, a World Building document was made to keep the storytelling and world building cohesive.
References
I used a mix of old references from the original project and new ones for this specific portfolio piece.
BLOCKOUT PROCESS
Even though I was iterating from a previous design, I still had to start from scratch, as I was using a different project with different template.
I quickly blocked out how it originally was using large shapes.
Then I simply went ahead and took two parts that I wanted to expand upon for gameplay aspects, but also adding more epic locations to work with for composition.
WORLD BUILDING
Circle of Life
I want to illustrate the concept of this Snake God and really show off how his powers provide life – showing just how epic in scale this Snake God actually is, but to also show the loneliness it has, being last of it’s kind amongst a lost and abandoned civilization.
Environmental Storytelling
To help hook in the player, I wanted to give hints very early on using the environment to show the narrative of what has happened.
Composition
Throughout the level I put up shots to make sure I have sections where players could take a "post card moment" and enjoy a nice view or vista.
LEVEL SEQUENCER
To make a ending that sticks with you, I made use of Unreal's Level Sequencer to make the ending feel epic and rewarding for the player.
Gameplay
Fly me to the Snake
I really wanted theworld to have that Zelda like experience when roaming around in the world and focusing on the three main mechanics of this template:
Climbing, Using the Bow and Gliding.
These three were essential in helping shape how the flow of the level feels and what interesting vistas one could discover.
Climbing
I wanted to still have a tension and release mechanic in the design of this world, so I've crafted situations where the player should feel moments of "Can I make it?" whilst traversing, without making it obnoxious.
Bow & Platforms
Besides climbing, the earliest gameplay mechanic is giving the player the option to use a bow to interact with crystals, spawning additional platforms.
Gliding
Lastly the Glider, giving the player more mobility to traverse the landscape and islands. I wanted it to use a stamina mechanic that forces the player to think before they leap.
DESIGN
Revealing the setting
As a player, big mysterious set pieces excite me and make me want to explore the world.
By placing a central distant goal, I create a leading element that the player can learn about and pursue throughout the level.
Contrasting Biomes
I wanted certain biomes to reflect the world the player is in and make the player want to understand the meaning of the destruction and lost civilization.
Seeing where you came from
Midway through the level is a section where you get to look back at where you came from, seeing the progression you have made as a player, a cool little postcard moment.
Leading elements
The most important element and leading line for the player is the water itself, the water being the source of life but also a subtle marker to move forward and understand where to go.
CLOSING THOUGHTS
It was very interesting and fun going back to an old level, as this was the one that my teacher and others gave great feedback on.
I did underestimate the unique challenges of adding gameplay features (Climbing, Shooting and Gliding) into this level, as it wasn’t something the original project contained, but I wanted some kind of gameplay feature to deeply explore the potential for this portfolio piece.
Ishould have added the gameplay features a lot sooner as to fully see how it would work alongside the level.
Despite this hiccup, it was a great learning experience and it was really cool seeing the snake god becoming a reality.
I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on April 27th, at the earliest.