ETERNAL MACHINATION
2023 to 2024

capstone project (MS)
Design Process
Key Achievements
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Designed immersive levels blending gameplay mechanics with environmental storytelling.
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Developed innovative shadow-based mechanics for combat and traversal.
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Created visually striking VFX using Niagara systems (e.g., shadow trails, AOE effects).
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Directed cohesive aesthetics aligning character design with world-building.
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Integrated narrative elements organically into gameplay through environmental design.
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Programmed custom systems enhancing player experience (portals, targeting systems).


Level & World Design
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Environmental Narrative:
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Designed immersive levels that integrate storytelling into the environment.
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Example: The First Sanctum reflects the heavenly domain of Archons through floating rococo-inspired architecture, vibrant flora, and cascading waterfalls.
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Contrast: Eldritch Marshes showcase desolation with skeletal ruins, polluted rivers, and industrial waste, emphasizing humanity's destructive impact.
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Embedded lore into landmarks like the Grand Scales of Cosmic Balance and skeletal ruins, enhancing player immersion.
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Level Structure:
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Created semi-open traversal paths that balance exploration and linear progression.
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Developed Archonic Portal Gates to reduce traversal time while maintaining immersion by visually previewing connected destinations.
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Interactive Points of Interest (POIs):
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Integrated environmental puzzles, lore chunks, and interactive objects to reward exploration.
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Visual Effects (VFX) & Shaders
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Character-Centric VFX:
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Created dynamic particle effects for Seethe’s hair using Niagara ribbon emitters, simulating flowing shadows.
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Designed shadow trails for movement and attacks to emphasize Seethe’s chaotic nature.
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Environmental VFX:
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Developed shaders for water in Eldritch Marshes using Gerstner wave functions to simulate poisonous swamp water.
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Implemented cel-shading and outline shaders for objects in the First Sanctum to achieve a cohesive fantasy art style.
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Boss Fight VFX:
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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)
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Character Design:
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Helped conceptualize Seethe in-game as an ambiguous, non-human entity with chains symbolizing imprisonment and shadow-infused armor reflecting their chaotic nature.
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Details: Flowing shadow hair, cape physics using Chaos Cloth system, and chained sword (Sepulchre) connecting Seethe to their imprisonment.
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World-Building:
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Directed visual themes for levels:
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First Sanctum: Heavenly ambiance with rococo-inspired architecture.
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Eldritch Marshes: Post-apocalyptic wasteland with skeletal structures.
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Gameplay Programming
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Custom Systems Development:
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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).
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AI Integration:
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Collaborated on enemy AI design in the levels to create challenging encounters that adapt to player strategies.
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UI/UX Design
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HUD Elements:
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Designed intuitive HUD elements like health bars, focus meters, compass systems, and task indicators that dynamically update based on player actions.
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Tutorial Integration:
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Implemented Archollia as a guiding voice during onboarding sequences with voice acting narrating mechanics alongside visual demonstrations.
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Retrospectives & Iterative Design
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Sprint-Based Development:
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Participated in bi-weekly sprint planning to set achievable goals and adapt the roadmap based on progress and feedback.
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Conducted retrospectives at the end of each sprint to evaluate successes, identify bottlenecks, and refine workflows.
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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.
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Collaborated with team members to adjust scope dynamically, ensuring features like combat fluidity and environmental storytelling were prioritized.
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Playtesting Feedback Integration:
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Organized regular playtests with peers and external testers to gather insights on mechanics, level design, and onboarding clarity.
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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.
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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
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Collaborative World-Building:
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Worked closely with narrative designers to align environmental storytelling with lore.
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Example: Designed skeletal ruins in the Eldritch Marshes to visually communicate the Guardian Beast’s death and humanity’s exploitation of resources.
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Prototyping & Iteration:
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Developed early prototypes for shadow-based mechanics (e.g., Shadow-Spear Movement) using placeholder assets to test functionality before integrating final animations and VFX.
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Iteratively improved shaders and VFX through multiple passes based on team feedback:
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Initial water shader lacked depth; later iterations introduced Gerstner wave functions and reflective layers for a more poisonous appearance.
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Cross-Discipline Collaboration:
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Coordinated with animators, audio engineers, and UI artists to ensure seamless integration of assets into gameplay systems.
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Example: Worked with animators to synchronize Seethe’s attack animations with Niagara particle effects for shadow trails.
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Postmortem Reflections
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What Worked Well:
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Strong team communication ensured alignment across disciplines despite a large number of external contributors.
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Iterative design processes allowed rapid prototyping and refinement based on feedback.
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Challenges Faced:
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Overscoping risks required constant prioritization; some features like additional combat styles had to be cut for time.
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External member availability occasionally delayed asset delivery, but proactive task reallocation mitigated major disruptions.
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Lessons Learned:
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Early playtesting is invaluable for identifying usability issues (e.g., unclear onboarding). Starting this process sooner could have saved time on rework later.
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Maintaining a flexible roadmap allowed the team to adapt effectively to unforeseen challenges while delivering a polished experience.
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