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 Into Drakain 

Into Drakain is a third person platformer where you control Noju, a girl on a mission to leave her town by jumping through the mountains, solving puzzles, and fighting monsters in order to save her home town from Raar, the powerful skeleton king.

Goal

  • Utilize techniques like affordance and lighting to help direct the player forward.

  • Create a free platforming section where player can choose there path forward, and are rewarded for exploring.

  • Use mass and void to direct players into safe spaces during the final boss fight.

Criteria

  • Create a level that doesn't exceed 12000uu.

  • Develop a unique platforming, puzzle, and combat section featuring a boss fight.

  • Create a unique landmark.

  • The overall experience is 10 minutes.

Team

Solo Project

Engine

Duration

Genre

Unreal Engine

1 Month

Adventure, Puzzle

 ** Art assets are from an asset pack and not created by me 

 ** Built during my schooling. Project files were deleted 

Directing the Player

Technique One - Light

​Lighting attracts the players views to critical positions in the level. Whether it is puzzle pieces, combat areas, or paths to progress forward.

Using beams of light was an easy way to highlight useful aspects of my level. I was also able to use lights as a way to help the player progress forward by putting them in the background, or illuminating assets that could help with completion.

Technique Two - Affordance

I wanted to utilize a repeatable asset to help direct my player forward. I choose this board to be my affordance piece.

​​​

  • It fits within the worlds setting.

  • It contrasts from the rocky, grey cliffs.

  • I can be versatile with its placement.

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Affordance Examples

Technique Three - Mass and Void

  • Intended areas had less clutter, and more freedom of movement.

  • Areas not intended for gameplay were harder to move in, and features more clutter.


This allows players to easily identify key areas that are easy to traverse. Players can then dodge the bosses attacks, and inflict damage easier.

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A cluttered, less mobile space with a higher chance to impede the players gameplay.​

RED

GREEN

Easily move, dodge, and attack enemies due to lack of clutter.

Platforming Freedom

I wanted to try to break free from the linear norm that was suggested by creating a platforming section with multiple optional paths. I did this because it fit my mountainous setting, it allowed player to progress in different ways, and it showcased my ability to design paths that intertwine with eachother.

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The easiest path for players to take. Low platforming difficulty, but no additional rewards.

RED 

Optional other path that poses more challenge, but offers rewards, or a faster completion.

BLUE

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BLACK

The initial path to use the bouncy mushroom. Accelerates the player forward.

Optional second use propelling the player forward in the platforming faster.

BLUE

Gameplay Benefits

  • Players were able to test out different routes in order to find the fastest one.

  • In a small section of gameplay I was able to create a large amount of content for players to enjoy.

  • Players were able to explore, and get rewards for doing so.

  • Due to there being multiple paths this area had lots of replayability.

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Port Mortem

I personally believe that I followed through on my criteria and goals.

 

I was able to achieve my intentions of creating good player direction utilizing techniques like affordance, mass and void, and lighting.​

 

I faced a few challenged when it came to balancing combat, and creating good leading lines, but was able to overcome those challenges through playtests, iteration, and good documentation.​

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