LEVEL SUMMARY
A traveling Witcher helps a haunted town with their ghost problem in exchange for water, food and a good night of sleep.
STYLE: Linear/Narrative
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DESIGN PROCESS
REFERENCES & PREPRODUCTION
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Project Reference Board
INSPITATIONS
For this level, my inspirations came from dark fantasy books and movies I loved. I was inspired by "The Witcher" series, along with "The Seventh Son" and "The Green Knight".
A BIT OF GEEKYNESS
I decided to call the town "Murktown" as Murk is the name for a darkness or thick mist that makes it difficult to see. I also decided that the main character would be called Esmond as this name means "graceful protection". I thought it would be fitting for a guy that protects people against darkness creatures.
ASKING QUESTIONS
Something I like to do when preparing my ideas is to ask me some simple questions that I answer with concepts that will guide me through making my levels:
WHO◽WHEN◽WHERE◽WHAT◽WHY◽HOW
Here are the answers I gave myself to guide me:
WHO: Esmond, A Witcher
WHEN: Medieval Time
WHERE: Murktown, a small haunted village
WHAT: Help the town get rid of it's ghost
WHY: You need a place to eat and sleep to replenish, but water is not available because of this ghost lady
HOW: Investigating how to help the ghost leave this place for good
MISSION PITCH
LEVEL HIGHLIGHTS
LANDMARK◽VIVIAN'S HEAD◽NPCS◽CONTRAST
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LANDMARK: The Face Cave is a landmark and also a point of no return for the player.
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VIVIAN'S HEAD: Pickup Vivian's head in the cave and bring it back to the town to free her.
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NPCS: Talk to NPC's to learn more about the story and advance your mission.
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contrast: Use of lighten VS dark areas to guide the player in the level.
guiding the player
Here are some strategies I used to hint the player with visual cues.
👻CONTRAST: I used the contrast of light VS dark to guide the player in the level.
👻COLD VS WARM: I also use a contrast of cold vs warm colors to guide the player to inhabited spots.
TOOL USED
UNREAL ENGINE 5◽PUREREF ◽BLENDER ◽GOOGLE SLIDES◽PHOTOSHOP◽SKETCHFAB