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

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

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

Dialogue Design

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

Naraka (NPC 1) Dialogue

Asura (NPC 2) Dialogue

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Advanced Storytelling Sprint

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Fantasy Script