Inspired by the wonderful Gravity Rush, in this small project, my objective was to recreate the feeling of 'falling' to the player. This project was twin-developed alongside 'Sea of Block'.
Lots of blueprinting and problem-solving went into this demo. After making everything work, my attention switched to the pure feeling of the player experience. Sounds, camera shakes, visual feedback, and so on!
One of the central aspects of this experience, was the feel of this system. Many types of feedbacks are used depending on the context. For example when floating in mid-air, a gentle waving effect to the camera has been added. When free-falling instead, a different wind sound and camera shake will be used depending on how fast the player is falling.
This demo, despite it's relatively small scale, required lots of problem solving and bug fixing. All the gravitational stages have different systems and functions that combined make this gravitational shift working.
My main inspiration for this vertical slice was from Gravity Rush. It is not seen often in games this manipulation of gravity. Trying to re-create this particular mechanic and also making it feel as polished as possible was my goal as a designer.
To know more about this project and its development, you can check this wider document: