Project Type
Solo
Role
Game Designer
Tools/Engine
Figma, Unreal Engine
Timeline
2 weeks
About this project
This prototype was part of a game pitch we had to give for our capstone project. I was very fascinated by the gravity mechanics and wanted to implement it into my game prototype. Imagine if you could control natural forces like gravity, manipulate time, and traverse the delicate balance between mortal and divine realms. That’s the essence of this game, and this prototype tests out the gravity and time manipulation mechanics.
Key Features
Slow down time and control gravity of objects and the world
Use the gravity mechanic to solve puzzles, combat, and wayfinding/navigation
Design Challenges
Developing the mechanic, making sure the player understands how each mechanic works to not only to help them in combat, but also to solve crucial puzzles inside the game.
Design Approach
I built out the gravity mechanic and time manipulation using Blueprints inside Unreal engine. This game prototype is about testing the core mechanics of gravity control and time slowdown and testing out it’s effective use in the game’s puzzles, combat and wayfinding.
Game Design Document
Made a simple game design document to pitch the game idea. View the document here:
Game Narrative
The protagonist, having found the relic of the Greek God Apocalypse, the long lost brother of Zeus, learns of the ancient betrayal that led to Apocalypse's exile. Fueled by a desire for revenge, the protagonist seeks to harness the power of the gods to confront Zeus and settle the score. The journey takes them through various god realms, each with its challenges and revelations. As the protagonist gains more power, they must grapple with the consequences of seeking vengeance and whether it's worth sacrificing the balance of the realms.
References
Collected some reference images and made a moodboard to better illustrate my vision for the game environment and the story.
Diagram
Building the mechanic
This project showcased my ability to leverage Blueprints, a visual scripting tool, for rapid game design iteration. I used Blueprints to quickly prototype gameplay ideas and mechanics and facilitate efficient playtesting sessions using rapid prototypes. This allowed for swift testing and refinement of new mechanics, demonstrating my adaptability and versatility in bringing game concepts to life.
View the document created for playtest instructions and details about the mechanics
Level Greyboxing
The greyboxing was done using the basic starter shapes present inside of Unreal engine. Added some particle effects to demonstrate the time slow down effect.
The Pitch
This project was part of a pitching exercise where we had to pitch a game idea for our capstone project. Below is a 5 min video of the game pitch.