A charming adventure game based in a procedurally generated world built from voxels
Contribution
Level Design
For my level design contributions, I was responsible for:
Building POIs that adhered to the design pillars and vision of the game.
Used voxels and sandbox items belonging to the appropriate themes and biomes of the world to bring various POIs to life.
Created Hero and NPC POIs as well as various other sites for combat, puzzle solving, exploration, world building, platforming, and rewarding the player.
Combat and Pets
My contributions to the encounter designs involved:
Helping define where and what contributes to the procedural spawning of enemies, pets, and the sandbox items that influence chunk properties.
Contributing to the plotting of enemy distribution across the game world and the progression of difficulty of those encounters.
Implementing the pets, pet variants, spawn rarity, and the treats that tame the pets
Project Status
Cancelled
Role
Level Design
Software
Unreal Engine 5
EVERHAVEN (Project Dragon)
POI Design Process
The POI design process involves defining its intention, hook, and gameplay category, followed by creating a sketch and early blockout for team feedback and iterative improvements.
For Example:
Intention - To diegetically tutorialize musical sandbox items
Hook - visual delight and puzzle solving resulting in musical sandbox resources
Category - exploration and puzzle solving
*For better clarity, open image in a new tab
Some gameplay categories include:
Hero POI
NPC POI
Exploration
Puzzle solving
Combat
Delight
Tutorial
Vignette
Hermit
Resource
Chunk influence
World Building
Combat and Encounters
Throughout the world, players can encounter various friendly and hostile entities. Entities spawn when sandbox items within a chunk meet or exceed the required influence threshold.
My contribution to this system included:
Modifying the influence value sandbox items have on a chunk
Defining the rules that determine where and how spawners are triggered across different locations and time
Determining the encounter rarity and difficulty.
*For better clarity, open image in a new tab