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Samsara

Design and implement a quest, level and npc into the project during a 2 week skills bootcamp (13th March - 24th MaRCH)

Samsara Quest pitch to mentors

Samsara pAge on Steam

Project Brief

I was set with 3 main objectives; design a quest, level and dialogue for an NPC interaction this was set during a skills bootcamp.

  • The quest must be implementable by a developer without referring to me
  • Playable blockout level
  • Fleshed out dialogue options and consequences


Tools

Responsibilities

  • Design a quest that works well into the Buddhist theme.


  • Design an interaction with an NPC including dialogue and providing a moral dilemma to the player.


  • Design and implement a blockout level based on an environment given by mentors.


  • Log my design ideas into confluence, consistently elaborate on them and inform on any changes to show the iterative approach.


  • Ensure all objectives and documentation are completed to the definition of done by the end of the two week sprint.

My Role

Day to day life for the two weeks followed a pattern, I started the day planning what the goal was and then began working on it. After lunch, I would explain at a stand up what my objectives were for the day and then start working towards completing them. I would follow the agile and iterative design approach throughout this period, ensuring I have a product to present by the end of the sprint. This method allowed me to craft the quest, level and dialogue in a fast pace whilst appreciating what was produced.

Development

As I was on the design strand of the skills bootcamp, I explored mutliple options for my quest design but I was drawn to the aspect of illusion and deceit. My designs foreshadow events which are displayed by the hidden signs throughout the level. These are the architecture, statues and trap chest at the end, all of these indicate something isn't what it seems. I made sure to all the objectives I was set included hints to a trick that is trying to take place and then testing the players morals at the end of the level which provides them with a moral dilemma.


The quest takes the player on a journey through a abandoned temple dropping a trail of breadcrumbs towards meeting Mayawati (NPC), who is attempting to trick the player into handle over the quest item. Testing the players morals and awareness to the situation .

Opinions and Future Plans

Completing the two weeks for ​INFINITY27 on the live project was ​extremely informative and insightful to ​day-to-day life in this career. I had a lot ​of fun designing, developing and ​communicating with the other talented ​members on the team, it has given me ​a lot of excitement for future projects I ​work on.


The end product I developed gave me ​confidence in my skills to complete ​multiple tasks during a sprint. If I was ​able to do this again, I would give myself ​more time for other design choices ​including colours, lighting and sounds ​within the level.

Design Documentation

Finalised Map Design

Critical Path displaying across 2 floors

Finalised Dialogue Design for implementation

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