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THE LAST ELF

Group Game Studio Project

Overall Game Grade Achieved: 70.29%

Individual Grade Achieved: 73.13%

Brief Overiew:

For my 2nd Year GSP "Game Studio Project" Assignment we were working in conjunction with the Game Software Engineering Students. Below are the roles we had for our group.

  •  Producer (x1)

  •  Lead Programmer (x1)

  •  Lead Designer (x1)

  •  Generalist/Specialist Programmer (x1)

  •  Generalist/Specialist Designer (x4)

  • Technical Artist (x3)

I sent out my CV and opted to be a (Technical Artist).​

What is the game?

The Last Elf is a PvE, First-Person, Wave Based Survival Game with a mixed narrative-explortation approach.

What was my role on this project:

On this game I was in-charge of many aspects; Level Designer, Art, Lighting, mentoring / helping out the 2 other less experienced Level Designers on our team and acting as a 'Technical Artist' between some of the Designers and Programmers on the team.​

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  • Creating the Tutorial section of the game (Sketches, Whiteboxing and Environment Art pass)

  • Creating the Main Level (Sketches, Whiteboxing and Environment Art pass)

  • Working with the General Designers / 3D Artists to form a coherent Asset List (Available in the Milanote link)

  • Presenting a weekly Report to our acting Producer and Unit Lead of my weekly progress alongside what I plan to do the following week

  • Assist the Programmers whenever possible

  • Implementation of work In-Engine from the other General Designers such as, Textures, Materials, Models etc

Original Top Down:

This was the first initial sketch i've produced so far, was made really quickly but the purpose being to try throw some ideas out to everyone then continue to keep iterating according to their feedback. 

 

At this point we weren't completely finalised on the Movement of the game but we have agreed upon 

  • Sprinting

  • Wall Climbing / Mantling

This is my first time dealing with Wall Climbing as a mechanic so i've been looking at examples of other games that have a similar system and seeing their approach to it, notably the Tomb Raider series. Additionally feedback has and will be extremely important throughtout this as i'm aiming to accomodate these mechanics so that they don't feel like they are there for the sake of being there which has been really challenging at times.

​

Link to Milanote Moodboard I created

Link to download our groups Weekly Reports

Tutorial Level Blockout -> Final Overview (Final Submission)

Main Level Blockout -> Final Overview (Scrapped)

This original Main Level was scrapped for the final game submission as the Producer had planned & assigned me to showcase the Level with 2 completely different environment styles but our group ended up voting to remove the Level entirely and left me to create a new one in a very short space of time so below is what I came up with.
 

Main Level (Final Submission)

Main Level Self-Reflection:

This "Main Level" was a tough challenge throughout this process as I had to quickly put together a coherent, fun and interesting design in a very short period of time just before the deadline.This taught me to always be prepared for my work to be just thrown out and not become so attached to my piece of work in a sense.

 

Going forward from this decision I went back to the drawing board in regards to size after some feedback of it beng a much more open than they would of liked however, I believed giving the player more room would be beneficial as to not feel so enclosed, especially so early on into the game. So whilst I did reduce the size in the end, I still stuck by my design decision to give the player ample room to explore their abilities and get a feel of the game in a more open setting. 

Level Design Feedback from Staff:

Some bits of feedback I did get in the end from the Lecturer I wanted to reflect on:

"The climbing mechanic introduced at the beginning of the game is well implemented. It's unfortunate that it wasn't utilised more throughout the gameplay. Given the effort put into developing this mechanic, it would have been great to see more opportunities to engage with it."

I wholeheartedly agree with this and didn't notice as much until the end of the map as I was having to rush this before the deadline so this slipped by in the final submission due to that / not being able to playtest the map properly beforehand to gather really important feedback so I could adjust it accordingly. I did include many spots for the Player to climb such as the Goblin towers around the Level / a couple Rock walls however it doesn't really entice the Player to go and use it for any specifc benefit or need which is what I noticed in the end. Had I more time I would've reworked some of the layout to encourage and reward Players for using the mechanic like giving them an adventageous position on high ground as the Goblins would have to slowly approach them on the way up or even additional ammo for their weapon.

My scrapped Level, design-wise I believe did much better in this area with an actual incentive and natural flowing experience in using the mechanic which was actually complemented on by the Lecturer in the feedback form:


"It's a shame that the second level was cut from the VSD, as it could have added value to the game and provided a more comprehensive experience for players."

The last bit of feedback I recieved in regards to Level Design was:

"The map design is functional and would benefit from greater excitement for exploration. Consider incorporating more visually captivating elements or interactive elements within the environment to make it more enticing for player to explore."

Yes 100% agree with this and did notice it myself during the later end of development when it came to designing these maps. I originally did design my Levels to include more interactivity and or things happening to make the environment feel alive and exciting. For example the Tutorial level was planned to have a dead Elven body be tossed down with a blade attached to it to allow the Player to collect their melee weapon which never made it due to time contraints / other priorities. This was one problem I noticed during playtests as people often didn't realise they had a melee weapon. Another section of the tutorial was scrapped due to time constraints with other members which included the Player having to hold off for a small period of time until a bridge was let down allowing them to cross and exit the cave / dungeon but as mentioned I had to cut it. This would've served as a small introduction to the wave-based system inside of the game.

Traps were also a big thing that got cut later in, the closest we got with them were the Red exploding barrels in the final game. This had to get cut due to other reasons / time which really hurt my creative freedom in the end product as was strictly limited.

Traps were planned more for the Main level but would be lightly introduced in the tutorial to allow the Player to understand they exist and how they vaguely work but ultimately leaving it up to their liberty on whether or not to use them. One I had planned was a swinging sort of trap which when interacted with would as the name implies, swing back and forward killing any goblins in its path. Very similar to the "Flogger" Trap from "Call of Duty: World at War" Zombie mode. Others were planned but overall would've really helped excitement when it came to exploring and tinkering with the sandbox within the environment as the feedback mentioned. All of the comments I completely agree with. 


 

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Demo Showcase at University

 

Nick Speedie | Graduate & Level Designer

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