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