Vault design inspired by the game Immortals Fenyx Rising, similar to the shrines in Zelda BOTW or TOTK.
Immortals is an action-adventure game played from a third-person perspective and vaults are unique levels where players have to overcome a specific challenge.
My goal is to make a study of the vaults and build a blockout that could be implemented in the game, exploring a specific mechanic.
I’ve always wanted to design a secondary mission inspired by The Witcher with action RPG combat similar to Dark Souls.
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I started by researching the character, camera, and controls to better understand the gameplay context.
I created a list of player mechanics, interesting game elements, and their synergies to begin formulating possible levels.
I chose the first option, 'Disposable friend' because it challenged me to craft minimalistic yet engaging puzzles using a few gameplay elements and explore an underused dynamic in the game, burning crates.
I implemented scripts via blueprints. The logic of each element is self-contained, with references to the objects for interaction. The player maintains a dynamic list of available entities that can be interacted with.
The interactive objects have visual and auditory feedback.
I made several aesthetic improvements to improve the environment’s readability.
These included placing soft lights on the edges of platforms and adding fog planes to provide depth.
The circular layout of the puzzles and the diverse reuse of areas made players feel more comfortable navigating them and made the puzzles feel very cohesive while qualitatively extending the gameplay length.
Finally, I would like to iterate on the layout of the last challenge to create a non-linear puzzle where players can complete tasks in any order to solve them. This would break the linearity of the level, providing a refreshing touch at the end of the vault.