Unreal Engine - Photoshop - Premiere Pro
“People say you are a hero, the only problem is that you barely remember who you are..”
In this game, you will wake up in an abandoned building, located in a mysterious icy location.
Somehow, attached to you there is a radio that a woman uses to talk with you, after she realizes that you lost your memory, she tells you what you do.
In this game the feeling of moving and shooting gives satisfaction. Combined with a simple but never aggressive story, the player will have to explore this battleground, find new powerful weapons to level up and sow destruction behind.
Checkmate is a top-down shooter where players will be able to free-roam around a wide but never dispersive iced plateau.Â
There will be main and optional objectives that players will be able to complete in the order that they want. While completing these objectives players will find new weapons and discover more information about what happened before.
This was the first time I learned the approach of creating a relatively big map filled with areas to explore.
While creating the world I had this rule, since the size of the plateau was still being planned, I could have in the meantime designed the individual levels in a modular approach. Half through the project, I just had to select the chosen level/structure and placed it in the desired location on the map.
Co-protagonist of our game, Ivy is the main voice speaking throughout the game (She takes inspiration from Cortana of the Halo Series).
Ivy is a key character in the game, she will help our protagonist in multiple ways to make sure he will get home safely. From reminding him how to move or detecting the presence of a new weapon to sharing her opinion about what is happening. The game is filled with her interactions.
Below a small group of examples about my problem solving approach during the development of the game:
To make every level as appealing and fun as possible, I started with their design, leaving the environment secondary. I naturally had some constraints while making them to be also consistent in their look. For example, the structures of the Liberation Forces have a rectangular/squared shape to emphasize their stability, while the ruins of their ancestors are more circular and organic look.
At halfway through the development, I also started to define the surroundings of the area. Giving a first attempt at the lighting and the overall atmosphere of the planet.
My final target was to have a wide landscape to show the magnitude of the planet, but with also small details about the people that used to live there.
For the landscape my target has always been a frozen region of a mysterious planet. Below a couple of moodboards from Movies & Games
Check the full design documentation here: https://1drv.ms/w/s!AgQcqKFW9Rxor20gM-vmW1BoSTlE?e=lw4WgIÂ
Check out other game/level design projects I've made: