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//about

Note:

This page and project is currently being worked on and may contain missing or outdated information at the moment.

Falden's Curse is a first-person fantasy action-rpg level and quest design project.

The setting takes place at a cliffside forest where the player travels to a village in search of a person. Upon arrival, the player discovers that the village had been attacked by a group of outsiders and that the person they're seeking is missing.

Playable Demo
Available on Itch.io // Devlog

Project Size 2

Engine Unreal Engine 5.3

Tools Obsidian, Confluence, GitHub

Responsibilities
  • Design blockout, layouts and composition
  • Prototype gameplay ingredients using blueprints
  • Design the quest, objectives and branching events
  • Scripting player interactions throughout the quest
  • Creating and managing project documentation
Learning Outcomes
  • Practical level and quest design experience for RPG
  • Designing a mission with a branching narrative and multiple outcomes
  • Prototyping and implementing gameplay systems such as interaction, dialogue and event system
//about

Note:

This page and project is currently being worked on and may contain missing or outdated information at the moment.

Falden's Curse is a first-person fantasy action-rpg level and quest design project.

The setting takes place at a cliffside forest where the player travels to a village in search of a person. Upon arrival, the player discovers that the village had been attacked by a group of outsiders and that the person they're seeking is missing.

Playable Demo
Available on Itch.io // Devlog

Project Size 2

Engine Unreal Engine 5.3

Tools Obsidian, Confluence, GitHub

Responsibilities
  • Design blockout, layouts and composition
  • Prototype gameplay ingredients using blueprints
  • Design the quest, objectives and branching events
  • Scripting player interactions throughout the quest
  • Creating and managing project documentation
Learning Outcomes
  • Practical level and quest design experience for RPG
  • Designing a mission with a branching narrative and multiple outcomes
  • Prototyping and implementing gameplay systems such as interaction, dialogue and event system
//about

Note:

This page and project is currently being worked on and may contain missing or outdated information at the moment.

Falden's Curse is a first-person fantasy action-rpg level and quest design project.

The setting takes place at a cliffside forest where the player travels to a village in search of a person. Upon arrival, the player discovers that the village had been attacked by a group of outsiders and that the person they're seeking is missing.

Playable Demo
Available on Itch.io // Devlog

Project Size 2

Engine Unreal Engine 5.3

Tools Obsidian, Confluence, GitHub

Responsibilities
  • Design blockout, layouts and composition
  • Prototype gameplay ingredients using blueprints
  • Design the quest, objectives and branching events
  • Scripting player interactions throughout the quest
  • Creating and managing project documentation
Learning Outcomes
  • Practical level and quest design experience for RPG
  • Designing a mission with a branching narrative and multiple outcomes
  • Prototyping and implementing gameplay systems such as interaction, dialogue and event system
//about

Note:

This page and project is currently being worked on and may contain missing or outdated information at the moment.

Falden's Curse is a first-person fantasy action-rpg level and quest design project.

The setting takes place at a cliffside forest where the player travels to a village in search of a person. Upon arrival, the player discovers that the village had been attacked by a group of outsiders and that the person they're seeking is missing.

Playable Demo
Available on Itch.io // Devlog

Project Size 2

Engine Unreal Engine 5.3

Tools Obsidian, Confluence, GitHub

Responsibilities
  • Design blockout, layouts and composition
  • Prototype gameplay ingredients using blueprints
  • Design the quest, objectives and branching events
  • Scripting player interactions throughout the quest
  • Creating and managing project documentation
Learning Outcomes
  • Practical level and quest design experience for RPG
  • Designing a mission with a branching narrative and multiple outcomes
  • Prototyping and implementing gameplay systems such as interaction, dialogue and event system
//design

The level starts with a linear section that introduces gameplay mechanics which takes the player through the cliffs area in order to get across the collapsed bridge. From there, the level is opened up for the player to explore and follow their objective.

The setting takes place at a remote village surrounded by forests and mountains. Nearby is an ancient ruin believed to have been part of the original settlers of the area.

I took inspiration from games such as The Witcher 3, Breath of the Wild, TES: Skyrim and several other ARPG/Adventure games.

Project Goals
  • Deliver an RPG experience with multiple outcomes
  • Develop a compact, yet deep narrative
  • Create gameplay ability system that plays a role in the environment and exploration and not just for combat
//design

The level starts with a linear section that introduces gameplay mechanics which takes the player through the cliffs area in order to get across the collapsed bridge. From there, the level is opened up for the player to explore and follow their objective.

The setting takes place at a remote village surrounded by forests and mountains. Nearby is an ancient ruin believed to have been part of the original settlers of the area.

I took inspiration from games such as The Witcher 3, Breath of the Wild, TES: Skyrim and several other ARPG/Adventure games.

Project Goals
  • Deliver an RPG experience with multiple outcomes
  • Develop a compact, yet deep narrative
  • Create gameplay ability system that plays a role in the environment and exploration and not just for combat
//workflow

I began ideation by creating diagrams and notes establishing goals, design pillars and beats that will define and guide the project's direction moving forward. I categorized my ideas under Level, Narrative and Gameplay. I initially started writing the level sequence using the player's motivation and goal as the quest's beginning and end. Then, I began exploring ways of connecting these points and complete my draft for the quest line.

Using this initial draft, I worked out what areas the level will consist of using a bubble diagram and determine a general layout with branching paths then eventually expand into sub-areas. In addition, I'm considering player interactions and placement of gameplay ingredients to help visualize level pacing.

Used primitive shapes for the blockout which allows for quick iterations. Initial pass to determine elements such as scale, pacing and composition, and subsequent passes to include other aspects such as narrative, level ingredients and more.

//design

The level starts with a linear section that introduces gameplay mechanics which takes the player through the cliffs area in order to get across the collapsed bridge. From there, the level is opened up for the player to explore and follow their objective.

The setting takes place at a remote village surrounded by forests and mountains. Nearby is an ancient ruin believed to have been part of the original settlers of the area.

I took inspiration from games such as The Witcher 3, Breath of the Wild, TES: Skyrim and several other ARPG/Adventure games.

Project Goals
  • Deliver an RPG experience with multiple outcomes
  • Develop a compact, yet deep narrative
  • Create gameplay ability system that plays a role in the environment and exploration and not just for combat
//workflow

I began ideation by creating diagrams and notes establishing goals, design pillars and beats that will define and guide the project's direction moving forward. I categorized my ideas under Level, Narrative and Gameplay. I initially started writing the level sequence using the player's motivation and goal as the quest's beginning and end. Then, I began exploring ways of connecting these points and complete my draft for the quest line.

Using this initial draft, I worked out what areas the level will consist of using a bubble diagram and determine a general layout with branching paths then eventually expand into sub-areas. In addition, I'm considering player interactions and placement of gameplay ingredients to help visualize level pacing.

Used primitive shapes for the blockout which allows for quick iterations. Initial pass to determine elements such as scale, pacing and composition, and subsequent passes to include other aspects such as narrative, level ingredients and more.

Implemented several Blueprint actors to use for prototyping gameplay.

Some elements that I implemented are:

  • Projectile that destroys actors on hit to simulate player ability (ie. fireball)
  • Destroyable objects on player interaction which I used to represent loot and combat
  • Branching dialogue
  • Event system that can trigger Actor spawning and transformations on trigger overlap

let's chat!