Infinity 27 Bootcamp - My participation
Above presentation is about:
- How my design fits the brief – research and main elements 
- Challenges I faced 
- Playtesting and feedback 
- Progression of my design 
Design strand focuses:
- Quest 
- Dialogue 
- Level 
Skills I learned & improved upon during the bootcamp:
- Using Unreal Engine tools (cubegrid, pathextrude, meshcut) 
- Created a side quest to fit in an existing IP/game; Samsara 
- Created a Lo-Fi level layout 
- Created a playable greybox level with elements to guide the player 
- Constructed a readable quest and dialogue trees 
- Created a critical path route 
Level Design
At the beginning of the bootcamp:
- My level design was simple and uninspiring 
- I had minimal level design knowledge 
At the end of the bootcamp:
- I learned about how I can use, lighting, shapes, scale and colour to guide players through a level 
- My level was more appealing with open spaces and lighting 
- I now have the tools needed to create fun, challenging and playable levels 
What I could have improved upon:
- Used shape, colours, lighting, and scale in more creative ways 
- Gone out of my comfort zone and tried a larger range of designs 
- Thought more in depth about the design of combat areas 
Quest Design
At the beginning of the bootcamp:
- My quest ideas were too complicated and did not match the feeling of Samsara 
- My ideas required mechanics and character interactions which were not in development 
At the end of the bootcamp:
- My quest had a clear beginning, middle and end and fitted the brief 
- My quest was cohesive and interesting without being overwhelming or complicated 
What I could have improved upon:
- Ending was not as fleshed out as it could have been; spent too much time redoing certain areas that focus of the quest’s main point was lost 
Finalised Idea
Dialogue Design
Naraka (NPC 1) Dialogue
At the beginning of the bootcamp:
- Had difficulty writing gripping dialogue with length limitations 
At the end of the bootcamp:
- Created branching dialogue with a light-hearted tone, giving the player chances to respond how they wished to 
What I could have improved upon:
- Had more chances for the player to lead the conversation 
- Had more interesting directions for when the player chose “negative” responses 
- More variety in NPC responses 
Asura (NPC 2) Dialogue
 
            
              
            
            
          
               
            
              
            
            
          
               
            
              
            
            
          
               
            
              
            
            
          
               
            
              
            
            
          
               
            
              
            
            
          
               
            
              
            
            
          
               
            
              
            
            
          
              