A capstone game developed in collaboration with the Child Youth Care program at Sheridan.
Niko's Pawesome Adventure is a educational/adventure game that teaches players on how to tame their negative thoughts.
Roles
Narrative Designer
Level Designer
3D Artist
Team
Kien Ho
Zachary Taylor
Lucas Zakaria
Michael Poulos
Adrian Vilela
Year: 2024-2025
Timeline: 8 months
One of the roles that I had the pleasure of doing was working on the narrative for the game. Originally, another team member took on the role as I was more focused on creating different art for the game but unfortunately, they wanted to put more focus on the UI/UX experience of the game. I stepped up and accepted the role. I created some of the barks (no pun intended) and the lore behind the game by using different props.
The team and I originally planned to include no narrative in the game. However, after some feedback from various playtesting, players were really confused about why they were on different planets and what they represented. Since the game takes place inside the protagonist, Niko's mind, we had to figure out a way to tell what the different planets mean. The team and I had a meeting on how we can implement a narrative without having cutscenes or anything and we decided to use different props that are special to Niko such as his bike or his bed. Once the player examines the prop in-game, it will give a small description of what it meant to him and give a little backstory of Niko and what he is going through. With the descriptions, I was inspired by Life is Strange and how the main character examines different objects. I tried to go for that with Niko.
In the earlier builds, I had an opportunity to write some dialogue for the tree of wisdom and the puppy thoughts. For the tree of wisdom, I wanted to do something fun and goofy since we are building a game for children ages 8 and up. When I was writing the dialogue, I had pictured the way the tree would talk to the player would be something from Alice in Wonderland when the Madhatter would talk to Alice. With the puppy thoughts, we originally had one line per thought, per cognitive distortion. I wrote a few more lines when washing the puppy and made it that it slowly gets better with its thinking as it's being washed.
Another role that I had an opportunity to do was creating the ice region and assisting with creating the fire region. I wanted to help out as much as possible with the project so I volunteered to design and create the first version of the ice region. Afterwards, I assisted with our level designer on designing the fire region and help creating it through engine.
Originally, the plan was to have both regions on one single planet but afterwards, we scrapped the idea of that and decided to use different planets the player can travel to. I used Miro to quickly design the level that I was able to showcase to the team. I made sure to design for pathing for the player and different entry points to go to the other region. I got the green light from the team and I was able to proceed with creating the level in engine.
One of our programmers of the team had made a tool for the level designers to make it easier to create the level. Since the world is spherical, it was a little tricky placing assets on to the world and messing with the rotation to make sure it's on the ground. The tool that was built made it easier to snap to the surface, and you were able to move the object around the surface while still snapped to it.
With thanks to the tool, I was able to finish building the entire level within 2-3 days. I still followed my diagram that I made in Miro but added a few new things to it such as small puzzles and better pathing. I also added landmarks for the player incase they happen to get lost on the level.
After creating the ice region, I assisted with creating the fire region. The level designer had envisioned that the world would be broken up into different islands since a volcano had erupted. He gave me a small section and let me design it however I wanted. We originally had a mechanic we were planning on using and that was the bounce pads which can be shown in the diagram. I used that for players to traverse to each island but it was tricky to add those pads without either being too close to the lava or without it levitating. I had a small meeting with the team and stated that one it wouldn't work and secondly, that it didn't fit the level narratively. In the end, we backlogged the bounce pads and swapped them out with grappling to trees.
Creating this section of the level was by far the hardest thing I have done. While the tool that was developed the programmer was helping but sometimes the object were sticking out or floating from the ground. I had to shrink some of the islands or add another object in front of it to cover it up. In the end, it turned out the way I wanted it to be. Over the course of playtesting, I had to adjust the scale of the islands and fix some of the grapple points.
One of the roles that I was keen on doing was creating 3D art. I wanted to try something completely new and try to develop a new skill with the project. I had minimal experience with 3D software before the project but I was more than happy to learn. I did the basics with Blender by following tutorials online. Soon enough I was getting the hang of navigating the software and had created many things throughout the year. I do feel comfortable with Blender now, but there is still room for improvement for sure.
These are some of the assets that I had the pleasure of making for the project. Again, I'm new when it comes to making art as I have no type of background in it but I was learning throughout the year. My classmates would always give me pointers and advice which was a really big help. I made assets that I felt can be placed in the different levels to decorate them according to the theme of it. While we had to revamp the direction of the game, we had to backlog some of the assets that I had made but we can use them in the future!