Project Categories

2D

3D

Game Design

Level Design

Narrative Design

Systems Design

Unity

Unreal Engine

Personal Works

Project Categories

2D

3D

Game Design

Level Design

Narrative Design

Systems Design

Unity

Unreal Engine

Personal Works

#unity #3d #leveldes #gamedes #art

operetta

3D Puzzle Adventure Game

In this 3D puzzle-adventure game, play as Phantom, as he explores the run-down Abyssinian Opera House to learn about the last performer to ever stand upon its stage.

#unity #3d #leveldes #gamedes #art

operetta

3D Puzzle Adventure Game

In this 3D puzzle-adventure game, play as Phantom, as he explores the run-down Abyssinian Opera House to learn about the last performer to ever stand upon its stage.

#unity #3d #leveldes #gamedes #art

operetta

3D Puzzle Adventure Game

In this 3D puzzle-adventure game, play as Phantom, as he explores the run-down Abyssinian Opera House to learn about the last performer to ever stand upon its stage.

PROJECT SHOWCASE

PROJECT SHOWCASE

PROJECT SHOWCASE

INTRODUCTION

OPERETTA is a 3D puzzle adventure game created by Digipen’s Team H.U.M. Play as Phantom, a kitten who witnessed the tragic aftermath of a fatal stage accident first hand, as he explores the run-down Abyssinian Opera House to learn about the last performer to ever stand upon its stage.

INTRODUCTION

OPERETTA is a 3D puzzle adventure game created by Digipen’s Team H.U.M. Play as Phantom, a kitten who witnessed the tragic aftermath of a fatal stage accident first hand, as he explores the run-down Abyssinian Opera House to learn about the last performer to ever stand upon its stage.

INTRODUCTION

OPERETTA is a 3D puzzle adventure game created by Digipen’s Team H.U.M. Play as Phantom, a kitten who witnessed the tragic aftermath of a fatal stage accident first hand, as he explores the run-down Abyssinian Opera House to learn about the last performer to ever stand upon its stage.

project details

Duration

6 months

PROJECT TYPE

Video Game

TEAM SIZE

9

PROJECT OBJECTIVES

3D Puzzle Adventure Game

software used

Unity, Clip Studio Paint, Visual Studio Code, H.U.M Engine

project details

Duration

6 months

PROJECT TYPE

Video Game

TEAM SIZE

9

PROJECT OBJECTIVES

3D Puzzle Adventure Game

software used

Unity, Clip Studio Paint, Visual Studio Code, H.U.M Engine

project details

Duration

6 months

PROJECT TYPE

Video Game

TEAM SIZE

9

PROJECT OBJECTIVES

3D Puzzle Adventure Game

software used

Unity, Clip Studio Paint, Visual Studio Code, H.U.M Engine

Role & responsibilities

Role

Design Lead

As a Design Lead, I was responsible for prototyping the game idea in Unity, which meant constructing systems related to the game. This includes teleporting mechanics, environmental obstacles and puzzles.

I was also responsible for certain aspects of the game's level design, cutscenes and VFX.


Contributions:

  • Created systems for Teleportation, Puzzle, Level Environment.

  • Created visual effects for environment.

  • Prototyped and implemented various environmental and level designs.

  • Worked with Technical Lead to implement new and existing systems into custom engine.

  • Drafted art assets for cutscenes.

Role & responsibilities

Role

Design Lead

As a Design Lead, I was responsible for prototyping the game idea in Unity, which meant constructing systems related to the game. This includes teleporting mechanics, environmental obstacles and puzzles.

I was also responsible for certain aspects of the game's level design, cutscenes and VFX.


Contributions:

  • Created systems for Teleportation, Puzzle, Level Environment.

  • Created visual effects for environment.

  • Prototyped and implemented various environmental and level designs.

  • Worked with Technical Lead to implement new and existing systems into custom engine.

  • Drafted art assets for cutscenes.

Role & responsibilities

Role

Design Lead

As a Design Lead, I was responsible for prototyping the game idea in Unity, which meant constructing systems related to the game. This includes teleporting mechanics, environmental obstacles and puzzles.

I was also responsible for certain aspects of the game's level design, cutscenes and VFX.


Contributions:

  • Created systems for Teleportation, Puzzle, Level Environment.

  • Created visual effects for environment.

  • Prototyped and implemented various environmental and level designs.

  • Worked with Technical Lead to implement new and existing systems into custom engine.

  • Drafted art assets for cutscenes.

PROCESSES

prototyping mechanics

One of the aims of the project was to play with a 3D space. Our team wanted to develop gameplay that would facilitate this movement alongside light and shadow mechanics.

To support this, we created a small course to experiment with how the teleportation mechanic should work within the game. The player feels most powerful when traversing across large fields of darkness, and lit areas indicate soft vertical obstacles that players are unable to cross.

This mechanic was retained, with its graphics and visual effects updated as development progressed.

level design

Though I handled the bulk of the level implementation, I worked alongside my co-designers to come up with several level iterations as development continued.

ITERATION #1

Was made to demonstrate the teleporting mechanic alongside the unlocking of several areas in a major game progression loop. Focus was set upon decor of the first area of the game, the Opera Hall entrance.

Players would start at the Opera Hall entrance before navigating towards the golden key in the corner of the Library Wing.

ITERATION #2

More focus was put into delivering a concise level during this stage of development. We attempted to experiment our prototyping efficiency using different programs, but I found it best to work directly within Unity.

The top-down diagrams were initially drafted with whiteboard and marker before conversion to Unity assets, cleaned up for internal documentation.

ITERATION #3

Our focus changed to facilitate the bulk of our game's play within a single level, so I worked on developing the Opera Hall, the core of the opera house.

Afterwards, I discussed with my co-designers about what the Opera Hall's interior should focus on, to align with the story and art elements of the game.

The level's focus ultimately pivoted away from the environment towards puzzles.

The final iteration of the level may be seen in the gameplay video in the Project Showcase.

VISUAL EFFECTS

Once the Particles system was implemented in the H.U.M Engine, I was able to contribute by making visual effects for certain elements of the game, which included dust clouds, ceiling debris, electrical sparks, and the two depicted below (wisps, flame).

Spirit Wisps

Chandelier Flames

Spirit Wisps

Chandelier Flames

Other effects may be seen in the gameplay video in the Project Showcase.

cutscene assets

Our game's story element needed to depict Phantom's backstory, hence I worked on this mock-up after receiving instruction from our team's narrative designer, before it was polished by our artist.

Other in-game cutscene images were also captured and edited by myself, as seen below:

PROCESSES

prototyping mechanics

One of the aims of the project was to play with a 3D space. Our team wanted to develop gameplay that would facilitate this movement alongside light and shadow mechanics.

To support this, we created a small course to experiment with how the teleportation mechanic should work within the game. The player feels most powerful when traversing across large fields of darkness, and lit areas indicate soft vertical obstacles that players are unable to cross.

This mechanic was retained, with its graphics and visual effects updated as development progressed.

level design

Though I handled the bulk of the level implementation, I worked alongside my co-designers to come up with several level iterations as development continued.

ITERATION #1

Was made to demonstrate the teleporting mechanic alongside the unlocking of several areas in a major game progression loop. Focus was set upon decor of the first area of the game, the Opera Hall entrance.

Players would start at the Opera Hall entrance before navigating towards the golden key in the corner of the Library Wing.

ITERATION #2

More focus was put into delivering a concise level during this stage of development. We attempted to experiment our prototyping efficiency using different programs, but I found it best to work directly within Unity.

The top-down diagrams were initially drafted with whiteboard and marker before conversion to Unity assets, cleaned up for internal documentation.

ITERATION #3

Our focus changed to facilitate the bulk of our game's play within a single level, so I worked on developing the Opera Hall, the core of the opera house.

Afterwards, I discussed with my co-designers about what the Opera Hall's interior should focus on, to align with the story and art elements of the game.

The level's focus ultimately pivoted away from the environment towards puzzles.

The final iteration of the level may be seen in the gameplay video in the Project Showcase.

VISUAL EFFECTS

Once the Particles system was implemented in the H.U.M Engine, I was able to contribute by making visual effects for certain elements of the game, which included dust clouds, ceiling debris, electrical sparks, and the two depicted below (wisps, flame).

Spirit Wisps

Chandelier Flames

Spirit Wisps

Chandelier Flames

Other effects may be seen in the gameplay video in the Project Showcase.

cutscene assets

Our game's story element needed to depict Phantom's backstory, hence I worked on this mock-up after receiving instruction from our team's narrative designer, before it was polished by our artist.

Other in-game cutscene images were also captured and edited by myself, as seen below:

PROCESSES

prototyping mechanics

One of the aims of the project was to play with a 3D space. Our team wanted to develop gameplay that would facilitate this movement alongside light and shadow mechanics.

To support this, we created a small course to experiment with how the teleportation mechanic should work within the game. The player feels most powerful when traversing across large fields of darkness, and lit areas indicate soft vertical obstacles that players are unable to cross.

This mechanic was retained, with its graphics and visual effects updated as development progressed.

level design

Though I handled the bulk of the level implementation, I worked alongside my co-designers to come up with several level iterations as development continued.

ITERATION #1

Was made to demonstrate the teleporting mechanic alongside the unlocking of several areas in a major game progression loop. Focus was set upon decor of the first area of the game, the Opera Hall entrance.

Players would start at the Opera Hall entrance before navigating towards the golden key in the corner of the Library Wing.

ITERATION #2

More focus was put into delivering a concise level during this stage of development. We attempted to experiment our prototyping efficiency using different programs, but I found it best to work directly within Unity.

The top-down diagrams were initially drafted with whiteboard and marker before conversion to Unity assets, cleaned up for internal documentation.

ITERATION #3

Our focus changed to facilitate the bulk of our game's play within a single level, so I worked on developing the Opera Hall, the core of the opera house.

Afterwards, I discussed with my co-designers about what the Opera Hall's interior should focus on, to align with the story and art elements of the game.

The level's focus ultimately pivoted away from the environment towards puzzles.

The final iteration of the level may be seen in the gameplay video in the Project Showcase.

VISUAL EFFECTS

Once the Particles system was implemented in the H.U.M Engine, I was able to contribute by making visual effects for certain elements of the game, which included dust clouds, ceiling debris, electrical sparks, and the two depicted below (wisps, flame).

Spirit Wisps

Chandelier Flames

Spirit Wisps

Chandelier Flames

Other effects may be seen in the gameplay video in the Project Showcase.

cutscene assets

Our game's story element needed to depict Phantom's backstory, hence I worked on this mock-up after receiving instruction from our team's narrative designer, before it was polished by our artist.

Other in-game cutscene images were also captured and edited by myself, as seen below:

rEFLECTIONS

This project constituted as one of the more difficult journeys I'd been on so far with regards to game development, particularly because working with 3D aspects challenged me. However, I am quite delighted by the final product that the team and I were able to produce!

Upon reflection, I do believe that I could have helped develop a better level design for the final product, with a greater focus on the game's light/shadow mechanics.

Our team held weekly update checks to ensure we were all keeping in the loop with each others' progress. Progression images and shots also helped to motivate each other.

Despite the difficulties, I thoroughly enjoyed my time on this project, working alongside the multi-talented individuals of my team, with their supportive, encouraging and patient personalities. Thank you so much for working with me!

rEFLECTIONS

This project constituted as one of the more difficult journeys I'd been on so far with regards to game development, particularly because working with 3D aspects challenged me. However, I am quite delighted by the final product that the team and I were able to produce!

Upon reflection, I do believe that I could have helped develop a better level design for the final product, with a greater focus on the game's light/shadow mechanics.

Our team held weekly update checks to ensure we were all keeping in the loop with each others' progress. Progression images and shots also helped to motivate each other.

Despite the difficulties, I thoroughly enjoyed my time on this project, working alongside the multi-talented individuals of my team, with their supportive, encouraging and patient personalities. Thank you so much for working with me!

rEFLECTIONS

This project constituted as one of the more difficult journeys I'd been on so far with regards to game development, particularly because working with 3D aspects challenged me. However, I am quite delighted by the final product that the team and I were able to produce!

Upon reflection, I do believe that I could have helped develop a better level design for the final product, with a greater focus on the game's light/shadow mechanics.

Our team held weekly update checks to ensure we were all keeping in the loop with each others' progress. Progression images and shots also helped to motivate each other.

Despite the difficulties, I thoroughly enjoyed my time on this project, working alongside the multi-talented individuals of my team, with their supportive, encouraging and patient personalities. Thank you so much for working with me!