Godling was the final project of my ultimate school year at Brassart. We were 6 Game Design students working on it, with a team of 3D students helping us throughout the year. We worked on the project for a total of 10 months now, spread across a whole 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 and integration.
On this project, I was Game Designer, Narrative Designer, and Lead Level Designer. My main tasks included designing the Perk System from A to Z, AI design, designing the narrative structure and the contact points, writing the in-game narration, and the layout and blocking of the vertical slice.
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 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. As supporting narrative designer, I then pieced together the story beats and designed the contact points, to decide 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 through an unknown language, and have the player find words 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. In the end, even if the complete mechanic didn't make it into the vertical slice, this dynamic drove us through the whole narrative process.
Due to time constraints and cut necessities, we had to rescale our ambitions and find another way to bring the story to the player ; in the final build, the history of the world is conveyed through various interactions in the environment, dialogues with NPCs and, most importantly, fragments of intradiegetic text that can be found scattered across the world, as glyphs.
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.
In all of these steps of design and decision-making, as the Lead Level Designer, I kept an overview of the final level design and the navigation dynamics, and settled debates when it was necessary. With some help from my colleagues Alexis and Nicolas R., iteration after iteration, little by little, we had this world take shape.
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. While obviously taking part in the layout and blocking steps, I also designed the navigation on a larger scale, to make sure the player wouldn't feel lost or stuck at any point while progressing through the different biomes. I also made sure our intentions were respected, for the level to provide a true exploration dynamic and a lasting feeling of discovery throughout the vertical slice.
To ease collaboration with the Level Art team, and to solve graphic optimization issues, we used level streaming in Unreal Engine to display zones one after the other, so that the whole map isn't always loaded. This decision made our workflow much more flexible, and although it was sometimes a challenge to understand the way it worked, ultimately we learnt a lot about this tool.
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 site
Excel and Sheets, to create and fill data tables, including the list of perks, the microparameters and the narration bits
Draw.io, to give form to the perk trees, and to formalize the different gameloops
Adobe Illustrator and Photoshop, to draw the first layouts of the zones
Miro, to brainstorm and write ideas down quickly in the preproduction phase