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ETERNAL MACHINATION

2023 to 2024

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capstone project (MS)

Design Process

Key Achievements

  1. Designed immersive levels blending gameplay mechanics with environmental storytelling.

  2. Developed innovative shadow-based mechanics for combat and traversal.

  3. Created visually striking VFX using Niagara systems (e.g., shadow trails, AOE effects).

  4. Directed cohesive aesthetics aligning character design with world-building.

  5. Integrated narrative elements organically into gameplay through environmental design.

  6. Programmed custom systems enhancing player experience (portals, targeting systems).

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Level & World Design

  • Environmental Narrative:

    • Designed immersive levels that integrate storytelling into the environment.

      • Example: The First Sanctum reflects the heavenly domain of Archons through floating rococo-inspired architecture, vibrant flora, and cascading waterfalls.

      • Contrast: Eldritch Marshes showcase desolation with skeletal ruins, polluted rivers, and industrial waste, emphasizing humanity's destructive impact.

    • Embedded lore into landmarks like the Grand Scales of Cosmic Balance and skeletal ruins, enhancing player immersion.

  • Level Structure:

    • Created semi-open traversal paths that balance exploration and linear progression.

    • Developed Archonic Portal Gates to reduce traversal time while maintaining immersion by visually previewing connected destinations.

  • Interactive Points of Interest (POIs):

    • Integrated environmental puzzles, lore chunks, and interactive objects to reward exploration.

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Visual Effects (VFX) & Shaders

  • Character-Centric VFX:

    • Created dynamic particle effects for Seethe’s hair using Niagara ribbon emitters, simulating flowing shadows.

    • Designed shadow trails for movement and attacks to emphasize Seethe’s chaotic nature.

  • Environmental VFX:

    • Developed shaders for water in Eldritch Marshes using Gerstner wave functions to simulate poisonous swamp water.

    • Implemented cel-shading and outline shaders for objects in the First Sanctum to achieve a cohesive fantasy art style.

  • Boss Fight VFX:

    • Created effects like earthquake ground splits, reticle targeting, and laser beams during boss fights using Niagara systems.

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Aesthetics & Art Direction (in-game)

  • Character Design:

    • Helped conceptualize Seethe in-game as an ambiguous, non-human entity with chains symbolizing imprisonment and shadow-infused armor reflecting their chaotic nature.

      • Details: Flowing shadow hair, cape physics using Chaos Cloth system, and chained sword (Sepulchre) connecting Seethe to their imprisonment.

  • World-Building:

    • Directed visual themes for levels:

      • First Sanctum: Heavenly ambiance with rococo-inspired architecture.

      • Eldritch Marshes: Post-apocalyptic wasteland with skeletal structures.

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Gameplay Programming

  • Custom Systems Development:

    • Implemented gameplay systems such as dynamic portals, combat mechanics (light/heavy attacks), special abilities like shadow waves, and interactive UI elements (e.g., health bars, compass systems).

  • AI Integration:

    • Collaborated on enemy AI design in the levels to create challenging encounters that adapt to player strategies.

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UI/UX Design

  • HUD Elements:

    • Designed intuitive HUD elements like health bars, focus meters, compass systems, and task indicators that dynamically update based on player actions.

  • Tutorial Integration:

    • Implemented Archollia as a guiding voice during onboarding sequences with voice acting narrating mechanics alongside visual demonstrations.

Retrospectives & Iterative Design

  • Sprint-Based Development:

    • Participated in bi-weekly sprint planning to set achievable goals and adapt the roadmap based on progress and feedback.

    • Conducted retrospectives at the end of each sprint to evaluate successes, identify bottlenecks, and refine workflows.

      • Example: After Sprint 3, feedback from playtests revealed that onboarding was unclear. This led to the introduction of Archollia as a narrator for tutorial guidance.

    • Collaborated with team members to adjust scope dynamically, ensuring features like combat fluidity and environmental storytelling were prioritized.

  • Playtesting Feedback Integration:

    • Organized regular playtests with peers and external testers to gather insights on mechanics, level design, and onboarding clarity.

      • Example: Early playtests showed players struggled with traversal between islands in the First Sanctum. This led to the implementation of Archonic Portal Gates for faster navigation.

    • Iterated on combat mechanics based on feedback about responsiveness and visual clarity, refining animations and attack timing for better player feedback.

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Design Processes

  • Collaborative World-Building:

    • Worked closely with narrative designers to align environmental storytelling with lore.

      • Example: Designed skeletal ruins in the Eldritch Marshes to visually communicate the Guardian Beast’s death and humanity’s exploitation of resources.

  • Prototyping & Iteration:

    • Developed early prototypes for shadow-based mechanics (e.g., Shadow-Spear Movement) using placeholder assets to test functionality before integrating final animations and VFX.

    • Iteratively improved shaders and VFX through multiple passes based on team feedback:

      • Initial water shader lacked depth; later iterations introduced Gerstner wave functions and reflective layers for a more poisonous appearance.

  • Cross-Discipline Collaboration:

    • Coordinated with animators, audio engineers, and UI artists to ensure seamless integration of assets into gameplay systems.

      • Example: Worked with animators to synchronize Seethe’s attack animations with Niagara particle effects for shadow trails.

Postmortem Reflections

  • What Worked Well:

    • Strong team communication ensured alignment across disciplines despite a large number of external contributors.

    • Iterative design processes allowed rapid prototyping and refinement based on feedback.

  • Challenges Faced:

    • Overscoping risks required constant prioritization; some features like additional combat styles had to be cut for time.

    • External member availability occasionally delayed asset delivery, but proactive task reallocation mitigated major disruptions.

  • Lessons Learned:

    • Early playtesting is invaluable for identifying usability issues (e.g., unclear onboarding). Starting this process sooner could have saved time on rework later.

    • Maintaining a flexible roadmap allowed the team to adapt effectively to unforeseen challenges while delivering a polished experience.

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