Godling is the final project of my last school year at Brassart. We are 6 Game Design students working on it, with some 3D students helping us throughout the year. We've been working on the project for a total of 9 months now, spread across an entire year. The goal is to deliver a Vertical Slice by the end of May, showcasing the main mechanics, a glimpse of the game's narrative, and the art direction.
Apart from the art, we split the work between all 6 of us : macro and micro game design, narrative design, level design, UI/UX, gamefeel, writing, QA and, of course, programming.
Not to cling to an idea or an early concept. There are several ideas I had which seemed awesome to me, but that we ultimately had to put aside for various reasons. I had to restart the level design from scratch at least twice during the production, and that's alright !
To listen to my teammates. Sometimes having the best idea is less important than having a healthy relationship with my team. Even if I'm convinced my idea is great, it doesn't mean that it actually is, nor that it fits this specific project. I found it's important to put the ego aside and just try to do what's best for the project as a whole, not just do what I like most.
To always take everything into account, even the unpredictable. Several times in the project, something that seemed well in place didn't work anymore, because of a human mistake, because it conflicted with something else, or just because we forgot about it and put it aside. That's why I try not to be too rigid when I design and to stay open minded, to be ready to adapt a feature to whatever constraint I might encounter.
Unreal Engine, to integrate, shape and create the blocking of the level
Confluence, to write all the documentation related to the project and gather it all on a structured page
Excel and Sheets, to create data tables, including the list of perks and the microparameters needed for balancing
Draw.io, to give form to the perk trees, and to draw the different gameloops
Adobe Illustrator and Photoshop, to draw the first layouts of the level
Miro, to brainstorm and write ideas down quickly in the preproduction phase
As one of the lead game designers, I was product owner of the perk system.
This system allows the player to pick from a choice of 3 perks at the end of each fight. The perks offered to them depend on the faction of the room where the fight took place, but also on the favor level of each faction. Favor can be increased by several ways, the main way being picking perks affiliated to the faction. In concrete terms, the more perks the player takes related to a single faction, the more likely they are to find other perks from this faction.
Each faction has its own independent perk tree containing 3 main perks, each enclosing a different combat feature. For instance, in the Wind perk tree (see opposite), the three main perks are Gust, Whirlwind and Zephyr infusion. When picked, each of these perks grant access to other perks, themselves giving access to other perks, etc. Here, when Zephyr infusion is picked, it adds Cyclonic speed and Devastating thrust to the pool of perks that can be found. Then, once Cyclonic speed and Unleashed winds have both been picked, they add Boreal power to the pool. This works the same way for the grey perks, which are double perks working with two different features (for instance, Power exhalation gives a synergy between Gust and Zephy infusion). Therefore the player is encouraged not to invest on a single tree, but to try and diversify their build.
Being the product owner of this system, I designed all the perks linked to the 2 factions included in the vertical slice (Fire and Air), and I built the perk tree accordingly. It was a thrilling challenge ; there had to be enough perks so that the game can be played several times without the player finding the same perks again and again, but not too much so that the randomness could be controlled to some extent and a skilled player could roughly find what he wants. The perks should also be designed so that they support the combat system, and not replace it altogether, but they should also be strong enough to have a real impact on the player's build; it was a delicate balance to find.
The level design was meant to be a crucial part of the game; we wanted a focus on discovery and exploration, and for the player to have a real sense of curiosity for the world that was offered to them. In order to achieve this, we chose to go for an open world, that would feel less restraining than separate rooms with transitions in between. Of course, this posed several challenges, on a technical and an artistic level amongst others.
The point was also to have a labyrinthine navigation through the zones ; we wanted the player to have several incentives to choose one zone or the other to continue their progression, as they will ultimately have to make choices in what zones they clear. That's why we created a corruption feature : once a zone is cleared, it becomes corrupted within 3 cycles (that is after 3 more zones are cleared). Once a biome is corrupted, the difficulty rises drastically, enemies respawn and give no reward if killed. This aimed to discourage backtracking and force players to choose wisely their path ; however, it prevents players being softlocked in a dead end or forgetting something behind, as players can still go through corrupted zones, although with greater danger. In addition to that, each zone is affiliated to a faction, which determines one of the perks that will be offered when cleared. With the several bosses and NPCs scattered across the map, it does provide players different reasons to go through one biome or the other : should I get through these 3 Fire zones to get more Fire perks, or should I go through this one to meet the NPC, or is it even worth getting there if I have to go through a corrupted biome on the way out ?
We also decided to implement transitory zones between the main zones ; these intervals would be less impactful on the player's progression, but could still offer substantial content, like currencies, shops and hidden secrets useful for metaprogression. After going through several consecutive iterations, they ended up being wider zones in which the player can roam more freely.
In all of these steps of design and decision-making, as the Lead Level Designer, I have been trying to have an overview of the final level design. With some help from my colleagues Alexis and Nicolas R., iteration after iteration, little by little, we had this world take shape.
The narrative design was an important bit of the initial concept as well: as part of the discovery dynamic, we wanted the players to put the storyline back together bit by bit, and uncover the veil of what had happened to this place. My colleague Nicolas R. was lead narrative designer and writer on the project, and as such he gave the overall direction, and wrote the scenario for the game. I, as supporting narrative designer, then pieced together the story beats and how we would allow the player to apprehend the story.
Our main way of conveying the story was another important feature of the game: the glyphs. We decided early on that we would like to have a cryptic alphabet in the game, taking inspiration from Tunic and Chants of Sennaar among others. The aim was to crypt the rough history of the world on a monolith, and have the player find words little by little to translate bit by bit. We also wanted to give every perk a glyph translation, so that narration would come out through these convoluted ways as well.