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.

Diagrams and Sketches

Characters
Characters

Diagrams and Sketches

Environment and Setting
Environment and Setting

Diagram

Level design diagram of the first level in the game
Level design diagram of the first level in the game

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

Diagrams and Sketches

Grabbing the object using Raycast and affecting the Crosshair to provide feedback to players
Grabbing the object using Raycast and affecting the Crosshair to provide feedback to players

Diagrams and Sketches

Drop object at location
Drop object at location

Diagrams and Sketches

Throwing Objects and Slowing down time
Throwing Objects and Slowing down time

Diagrams and Sketches

Gravity control and changing arrows on the HUD
Gravity control and changing arrows on the HUD

Diagrams and Sketches

AI Navigation and Rag doll physics for the enemies
AI Navigation and Rag doll physics for the enemies

Diagrams and Sketches

Door and trigger blueprints
Door and trigger blueprints

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.

Diagrams and Sketches

Diagrams and Sketches

Using the cubes to solve the puzzle
Using the cubes to solve the puzzle

Diagrams and Sketches

Using the cubes for combat
Using the cubes for combat

Diagrams and Sketches

World gravity control - indicated using the arrow on the HUD
World gravity control - indicated using the arrow on the HUD

Diagrams and Sketches

Using the cube for navigation/wayfinding across the level
Using the cube for navigation/wayfinding across the level

Diagrams and Sketches

At the end of the prototype - connecting it to the narrative of the game
At the end of the prototype - connecting it to the narrative of the game

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.

READY TO DO THIS

Let's get to work

READY TO DO THIS

Let's get to work

READY TO DO THIS

Let's get to work