Spell Design Challenge

In this project we were challenged to create three game mechanics that are activated via lootable items in the game. I chose to do them as spells as the character design provided to us, I felt, looked like a wizard on an adventure. My goal with level design was to create sections where the spells would need to be used in order to overcome challenges. Learning the spells one at a time created an environment where players could take their time seeing how the mechanic worked as well as created a good platform to showcase the mechanic to my peers. Further on in the level we see the beginning of the player having options for how to overcome challenges because they now have a repertoire of useful things in their grimoire.

Demo of the flight spell: The flight spell works by enabling a new type of locomotion, plus animation, that changes a player characters fall speed for a limited amount of time. Can also be cancelled mid-flight.

Demo of the invisibility spell: The invisibility spell works by unticking the ‘is visible’ portion of the static mesh for the player actor. It avoids turrets because the turrets are coded only to target the player character if the static mesh current state is ‘is visible’.

Demo of the fire spell: The Fireball spell works by creating a projectile on a set trajectory aimed from a spot over the players left shoulder, as during playtesting that seemed to give the most intuitive result. On contact with breakable meshes it deals damage to them. If enough damage is dealt to that particular mesh, that actor is destroyed.

Watch the Demo

Game Specs

Platform:

Windows PC

Tools Used:

Unreal Engine

Completion:

2024