EQUINOXE
Scripting and level design for a student project at Campus ADN (Montréal)
Scripting and level design for a student project at Campus ADN (Montréal)
-3rd-person platformer-puzzle game
-Team of 30-40 people
-Unreal Engine 5.3.2
-Programming exclusively in Blueprint
-Game design document
- Scripting gameplay elements in Blueprint
- First version of the RLD (Rational Level Design Document)
- Participation in the first Narrative Bible
- Writing the final dialogues and implementing the narrative
- Layout of logistical documentation and playtest forms
- Support in scripting and visual design of the menus
- Design of a bonus level: The Dreams of the Lady of the Lake
- 100% Lady of the Lake level (light and flying character)
- No "corruption"
- 3 and a half minutes
- Does not contribute to the main narrative
- 2 to 4 weeks of production
- Explore a playful experience exclusive to the Lady of the Lake (light and flying character)
- Remorse, regrets, and melancholy
- Environmental alteration systems to enhance the dreamlike dimension
- Orbs and burrow (Flying and underground movement)
- Calm beginning
- Open path to the right
- Other hidden or invisible accesses
-Merlin
-Orbs then plateforms
-Merlin
-Orbs then plateforms
-Final little flying
-Orbs then plateforms
-Challenges synchronisation
-Circle of turning blocs
-Orbs
-Two paths
-Merlin
-Orbs then plateforms
-Reveal of the orbs path
-Fly above the scene
-Big room
-Ending level flower
-Changing light
- Change 3D model based on 3 sizes (small, medium, large)
- Back-and-forth movement between two points
- Can be attached to a rail (spline) // Implementation by a teammate
- Integration into the decoupled activation system
- Change 3D model based on 3 sizes (small, medium, large)
- Static platform
- Retracts upon player contact
- Shakes during retraction
- An original collectible spawns a multitude of pieces
- A timer starts
- The player must collect all the pieces within the allotted time
- If the player fails, the collectible returns to its initial state
- A menu containing the texts of the various collectibles scattered throughout the game
- A collision that sets the player's health to zero
- Respawn at the last checkpoint
- A turret where Merlin is hidden
- If the player enters the detection zone, Merlin emerges and shoots at the player
- Initially, there were 4 types of shots. The game now only keeps 2: single shot and burst fire
- When the player leaves the detection zone, Merlin hides again