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