Curses! You’ve been cursed! As the wireframe starts taking over your body and your palm is turned into an orb, you realize one good thing: power. You have a lot of it now. You can swing from everything: buildings, trees, castles, birds, the sky’s the limit. Well, it’s all fun and games until the curse keeps spreading. You must track down the wizard who put this curse on you and find the cure. Swing your way through the wizard’s castle, up to the tallest tower, and save yourself from becoming vaporwave before it’s too late.
Neon Oblivion is a first-person puzzle game using a grapple-type mechanic to traverse the levels.
Student Capstone Project
Project Role: Technical Designer
Team Size: 17 Total | 4 Art | 5 Design | 5 Programming | 2 Sound | 1 Production
Date: August 2020 - May 2021
Engine & Tools: Unity | Adobe Creative Suite
Level design of tutorial levels
Lead transition from initial gameplay prototype to a more refined player controller with grapple and dash mechanics
Designed game structure with the use of portals and HUB level for narrative delivery
Liaison between design and programming, creating tools and prefabs for designers
Moving platforms with editability such as speed, wait time, loop options, and waypoint system
Lighting & Post-processing
Particle system of torches and books
Ambient wisp visual effects to give more life and movement to world
In the early stages of my Senior Capstone class, I lead the transition from using the previous prototype with a simple move towards / away from your looking direction to utilizing Unity's physics system using joints and hinges. This proved to be much more fun gameplay and this, along with my character controller and movement system, were used as the backbone of the game and the player's movement.
For this project my role ended up being more of a tech designer, acting as a liaison for the programming and design team. I took on many tasks others did not want to or were unable to do and learned quite a lot. This involved visual effects, lighting, post-processing, and ambient game feel. I created the ambient wisps that float around the level, the torches on the walls, all lighting, and post-processing.
I also spent a lot of time-solving problems such as our team was struggling to come up with a game structure and how to fit in our narrative events without disrupting gameplay. I suggested a hub world which reduced scope on the design team and gave a really solid point for narrative events as the player returns to the hub. This worked very well until a massive scope reduction made an entire hub world unnecessary. So I downsized the hub, and implemented a linear progression of the player, which didn't feel clunky, and preserved the point for the narrative events.
Above is a brief video of some gameplay, with some of the levels I designed.