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Proof Of Concept: Level Design

Proof of Concept “Cinders”
 
Cinders
by Jacob Fairfield
 
Overview
Player starts at Spring castle region, greens and yellows in grass and trees. Gentle blue sky-sphere and lighting.
Starting at a control’s tutorial area. Floating words and objects are there to guide them.
After learning controls, a quest giver is identified for the player, with a green “!”, much like creating a new character in world of warcraft.
Player can now explore.  
The quest given will tell the player to go and collect a mystical metal ingot
Short cinematic flies through the level to give a general idea of direction and location of quest item to the player.
Player will follow a general path, this will be a dirt path visible in the textures of the ground, dirt to grass. However, they can explore to a certain point outside of the path, the foothills of the mountains hold hidden treasures, placed just out of view of the path.
The path will lead the player into Combat zones.
The player will be locked into these zones and enemies will spawn.
When all enemies are dead the player may continue.
Each combat zone has buildings, crates, and mountainous landscape to enclose the player into a central circle area for fighting.
There are cliff ledge/perches that have “grapple points” as well as building roofs
The player, when in range, can hit the grapple button learned in tutorial, to throw the hook and be reeled into it onto a ledge. This will help players strategically “kite” enemies for maximum survival.
Ledges are useful especially when wielding a ranged weapon.
Buildings are full interior and may be used in some combat zones for strategic movements. Run around tables chairs, upstairs, etc.
  Once reaching the Castle, the player will face a mini boss in a combat zone, which will grant the player the mystical metal ingot.
The castle is laid out in a linear fashion, all buildings contain at least one NPC who each have their own story to tell a player willing to listen.
Buildings are laid out to either side of a central town road. Much like what is seen in a bazar in a medieval movie.
Breaking crates/pots/barrels around the castle players can find coins and gems, very much like legend of Zelda currencies.
Interacting with NPCs will give details on the mini boss, where to find him in the castle, and how to beat him.
There is a Duke who owns this castle, but when player meet him find out he is terrified and unwilling to act in defense of his peaceful land.
The duke will inform the player about the evil Necromancer, who can only be beaten with a mighty hammer, made of mythical materials.
 Once finding and defeating the mini boss, player uses past grapple points to quickly find their way back to the quest giver.
Here they will use the anvil nearby to forge the mythical hammer.
One more time using grapple points to return to the castle
Upon return players will notice the castle has gone from happy springtime castle, to dark decrepit and evil.
Buildings will appear damaged, covered in vines, and surrounded with burnt ground
The sky sphere will be a twilight, with a large moon wisped in cloud
All the while gradually more and more intense music plays as the player approaches
The player will only have one option of path, which will lead them to the evil necromances lair.
The lair is an interior castle treasure room with gemstones, coins and jewelry laying about, stone floors, and walls, with wooden beams and rafters. Torch lighting for immersive feeling.
Rafters have grapple points, for the player to fight from high positions against this tall boss.
The necromancer can destroy these pillars and rafters to reduce players mobility
The player will witness a “villain speech” and commence the battle using the hammer
Winning the fight will signify the end of the level.

Similar Titles
Kingdom Hearts -start on an island, end on the island to fight final boss
God Of War – fight way through enemies collecting magical power ups to be strong enough to defeat Zeus.
Legend of Zelda Ocarina of time – begin at a castle, work way through mazes to collect objects, return to castle to win.

General Gameplay progression
Start game with Basic quest instructions, collect metal ingot to defeat darkness over Cinders
Explore the mountain landscape, find hidden treasures
Encounter bad guys in combat zones
Use the mountain environment/grapple points to strategically fight multiple enemies
Use discovered grapple points to move around the level quickly
Find the castle
Question NPCs to learn how to find the Metal ingot, and defeat the necromancer
Collect the metal and forge a hammer
Fight the evil Necromancer         

Genre
Action-adventure RPG, Hack, and slash.

Summary
            Cinders is a small land with a castle seated at the furthest corner. This castle is ruled by a Duke who has in the past, created a peaceful place for his subjects. The town is laid out in a linear fashion, buildings on either side of a central road. At the end of the road is the “royal hall” where the player can find the Duke of Cinders. The theme is that of a medieval time, all the architecture is that from the 14th century knights templar era. An evil necromancer threatens the sanctity of the land of Cinders. The player will need to explore the mountain side to find and defeat the minions of darkness, to lure out the Necromancer. The mountain roads lead the player on a snaking path following a river, to a waterfall. This path holds small enclaves and ledges for the player to explore, then return to the main path. They will use grapple points to manure through the mountains scape and be led to the castle entrance. The landscape will start out very happy and brightly colored, then, upon forging the hammer, the sky sphere will turn to a twilight. The lighting will be that of distant storms, lighting in far distance. The ground textures will turn to a burn and dead grass. Trees will lose leaves, and some will appear singed. The castle will be in disarray. Broken buildings, no more NPCS, and the player won’t be able to enter buildings any longer. They are led directly to the lair of the Necromancer. The lair is an interior castle hall, gold, and gems all around. Torches light the area. Stone floors and walls give a dungeon feel to this combat zone. The player will fight the Necromancer with the forged hammer. This combat zone has rafters above and all around it. There are grapple points, on these rafters for the player to strategically fight this, Tall, final boss. Kiting around pillars and running atop the rafters will help the player to avoid magic attacks and power stomps. The necromancer can break rafters and pillars as well, reducing the amount of useable are to kite her for the fight. Once the player defeats her the level has ended.
 
Platform
Cinders will be playable on Windows and Mac, distributed through steam. Using a PC, the game can be played on a wide range of devices with varied capabilities. It would also be possible to extend to console platforms starting with the PC base, or even to mobile.

Development Process
Collecting information from similar titles
Create Design docs, flow diagrams, mood boards
Design general idea based off the collected documentation
Research key elements of level first, concept art, reference images/vids, types of environments About 50 references, keeps game on vision
Design architecture and environments that present emotion to players
Start block out- rough draft
Constant review of block by self and others for revision to meet all needs of the game
Craft finer details, architecture, wind effect on environment, sounds
Weaving together puzzles, narratives, and combat
TESTING
Test pacing
Feel of encounters
Clarity of player goals
Lock the game and go Live
This fast-paced rapid prototyping strategy will be most effective in our limited time frame. It will allow for quick creation of required level elements as well as rapid implementation of those assets. Using unreal BP will allow for quick iterations of mechanics. Cinders is a good demonstration of my skills in creating immersive environments. 
 
Feature Overview
Immersive landscape and world. Using mixamo.com characters and animation to bring the game to life. Realistic 14th century environment textures and interactable world.
Middle age stylized architecture to mesh with the combat styles
Weapons—Collectible weapons, three weapon slots, boomerang throwing axe, giant Hammer, 2HSword, and more!
Dynamic grappling hook - fly quickly through explored areas, using discovered grapple points through each environment.
Exciting cinematics – be a part of the story, interacting within the conversations of the characters.
Story Line – play through the story of Cinders, can you conquer the Dark sorceress?
 
Target Rating and Target Market
Cinders is rated (T)EEN, due to violence, suggestive themes, crude humor, minimal blood.
Players 13 and older, generally male.
Action/Hack and slash/medieval/RPG gamers
 
Plan for further development
2D UI asset creation and implementation
Integrate textures with architecture and lighting for real feel.

 
Deliverables
Tutorial Starting Area

Necromancer Lair

Combat Zones
Grapple points
Proof Of Concept: Level Design
Published:

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Proof Of Concept: Level Design

This was my first proof of concept, and my focus was on the level design elements. I created the proof and then began Bringing the project to lif Read More

Published: