Day 1-3, Planning & Exploring the engine:
Firstly, I need to familiarize myself with the instruments in the Divinity Engine to develop basic skills for creating the level I envision.
The current plan involves crafting a level that begins with a tranquil field or farm setting, transitions into a village besieged by the ferocious Skells, and culminates in a castle where a boss battle awaits and at least 3 NPCs to talk with.
The primary objectives include designing visually appealing environments with seamless transitions to demonstrate proficient use of in-engine tools.
It's worth noting that narrative development is not the primary focus; rather, it serves to showcase my ability to create a simple storyline
Regarding player experience: I aim to provide engaging combat encounters amidst stunning landscapes, ensuring players feel a sense of satisfaction from defeating enemies or unleashing powerful abilities.
I have begun exploring the engine and have already created a small farm setting with a rudimentary narrative.
(Not a final product, just a testing scene)
Additionally, I have adjusted the atmosphere to better suit the intended experience.
Want to keep it nice and simple, even though narrative is not a main focus I would like to know how it works.
(Testing).
It was pretty ease to work with, I can already see the results.
Day 4-6, First thought/Planning
I believe I have acquired sufficient skills to commence work on the project.
Firstly, it's essential that the player does not spawn randomly in the middle of nowhere, left to wander aimlessly. Providing a designated starting point with two directions to explore would be more logical.
In my vision, a broken bridge seems like an ideal starting location. This not only gives the player a sense of purpose but also reduces ambiguity about their initial objective compared to starting in the middle of a field.
The first path should lead to a loot location and the player's initial interaction with an NPC. Simultaneously, the player should retain the choice to explore elsewhere.
If the player chooses to visit the first location, they can then proceed to the farm where they can test out new weapons or skills on local enemies. Additionally, they can engage in a deeper interaction with another NPC, further delving into the narrative, and potentially acquiring more loot.
The next area, as previously discussed, should be the village currently under attack by the Skells. However, it's crucial to seamlessly connect these two areas and ensure a smooth transition. This can be achieved by either constructing a bridge or creating a longer path.
It wouldn't be appropriate to thrust the player into a significant battle in the village without any prior experience. Hence, the best approach is to provide the player with a challenging encounter on their way to the village. This allows them to gain some combat experience and obtain loot to aid their recovery before facing further challenges and rewards within the village.
Once the player has overcome all adversaries in the village, it's time for the final boss encounter in the castle. Preceding this, a smaller, more manageable battle with loot rewards should provide players with an additional source of enjoyment and satisfaction.
Upon successfully completing the final battle in the castle and potentially rescuing the queen, the level ends.
Day 6-20, first sprint
The most effective method for achieving my goals is through sprinting.
I will conduct six sprints, each dedicated to a specific area: Bridge, Outpost, Farm, Village, Castle.
These sprints will encompass tasks such as level design, NPC implementation, and combat scenarios.
I started with a bridge, I had lots of separate pieces, as I wanted to make it slightly broken. As soon as I have a bridge, I should add some water and play with a terrain.
I have made a bridge out of modular pieces, so it is going to be a player start. It would be reasonable to add a lake or see if there is a bridge.
Finally, we have a nice water material, which covers all the terrain for now. In addition, it will be easier to make the map borders.
The Outpost area
I finished with a bridge a bit early so I decided to not waste the time and carry on with the outpost.
Firstly, I need a reference to guide me on how a medieval outpost would typically appear. I will need to do some research.
I envision it featuring a wooden stick fence, a central campfire, and an abundance of loot stored within.
Found a reference photo so I have a little bit more unclouded vision of it.
What do I need for it ?
Of course, to play a bit with the terrain tools (paint)
Find appropriate modular pieces and place them.
Decide what player experience I want people to have there
(For now, it is going to be a looting area and a first NPC interaction.)
Player Experience at the Outpost
(Starting Area)
The Outpost is designed as the player's first real pause—an atmospheric, welcoming space encountered before any major combat.
Here, the player is encouraged to explore, gather loot, and engage with the NPC who introduces key lore elements. This area sets the tone for the adventure ahead, offering a sense of safety, curiosity, and early narrative grounding.
Player Experience Goal for the Outpost Area:
Sense of grounded beginning—a calm, approachable space where players get their first feel for the world.
Curiosity-driven exploration, encouraged by visual cues like loot placement and environmental details.
Subtle world-building, introduced through an NPC who shares the first bits of the game’s lore.
Feeling of safety, allowing players to experiment and get comfortable with movement and interaction.
Immediate reward, through discoverable loot and a well-crafted, atmospheric setting (e.g., campfire, modular props).
I think I’m already familiar with all the terrain tools.
It’s a bit strange that you can’t use Ctrl + Z to undo terrain changes, but in a way, that makes it perfect—because you’re not constantly chasing perfection, and that’s what makes it feel more natural.
Luckily, I have learnt how do Larians make their walls so I don't have to place every single one separately !
You would have to click on the wall, choose a tool on the left bar, and extend the wall by dragging a mouth left, right, etc. P.S. With the roof, it is way more complicated (Figure 8).
Outside, it resembles a genuine outpost. I will spend the next couple of hours adding loot and a campfire. Additionally, I have decided to postpone creating NPC dialogues until the final sprint, as previously mentioned, as narrative development is not the primary focus.
The campfire looks amazing—exactly as I imagined. The loot has been added with some torches to highlight the loot areas. , along with the NPC who introduces the player to the game's lore.
Additionally, you'll notice a nice utilization of shadows; there's a small building where you can see a chest filled with loot.
Day 20-34, Farm area (second sprint)
Introduce first tutorial combat in a low-stress environment.
Provide environmental storytelling through props (pumpkins, animals, farming tools).
Offer light world-building through a friendly NPC.
Maintain a peaceful, rustic tone while introducing basic mechanics.
Sense of progression after Outpost; a more interactive zone.
Confidence building through easy combat.
Lighthearted tone, using pumpkins and farm animals to avoid high tension.
Exploration & interaction, encouraged through visual variety and subtle rewards (loot, hints from NPC).
While the system was efficient for working with the walls, it proved to be quite challenging with the roofs. I had to place them manually, which consumed a significant amount of time.
I decided to add more green vegetables, additional animals, and an NPC to enrich the environment. Now the space feels vibrant and alive - like a real, lived-in farm. The small details breathe character into the scene, creating a peaceful yet engaging area that invites exploration and sets a warm tone before the adventure escalates.
I prefer not to create invisible borders, so I intend to place logical objects to block non-walkable areas, ''The fallen tree'', ''Cart'' (Figure 16) Additionally, I'll extend the desalination to accommodate the distant camera view.
Broken Bridge – The designated starting point of the player’s journey.
Outpost – A calm, loot-filled zone with environmental storytelling and an NPC introducing the game’s lore.
Farm – The first light combat area featuring animals, crops (like pumpkins and green vegetables), and an NPC.
Village Under Attack – A more intense combat zone where players face greater challenges and receive loot rewards.
The castle (Section 5, see Figure 5) is still in development.
All areas are logically connected to maintain a smooth gameplay flow. Even if the player uses cheats or exploits to bypass certain segments, the level still feels complete and polished, reinforcing immersion through consistent design.
Day 34-48, third sprint
I've begun constructing the village. Players need visual cues - such as sparkles and captivating effects - to draw their attention. To address this, I’ll create visually striking elements and place them where necessary, (Figure 18).
Since the village is under attack, I’ll include features like destroyed buildings, fires, casualties, warriors, and, of course, loot.
The strategy involves preparing the terrain and clearly defining walking paths, building areas, combat zones, and loot hotspots. This will require placing walls and other structures, along with implementing visual effects to enhance the overall experience.
Fire effects will play a crucial role in setting the tone. Naturally, many of the destroyed buildings will be engulfed in flames, adding to the chaos and urgency of the scene.
Strategically placed explosive barrels will further enhance the danger and intensity, reinforcing the feeling of a village truly under siege.
I have decided to incorporate a monument into the center of the village. Considering that the villagers may hold diverse religious beliefs, it's plausible that the monument was a point of contention - possibly even one of the causes of the war against them, as we discussed earlier. Additionally, I’ll add more sparkles to further enhance the village’s visual appeal.
As I continued adding visual effects and enriching the environment with more objects, the scene gradually transformed into a far more immersive and captivating experience. The added layers of detail not only enhanced the visual beauty but also deepened the atmosphere, making the village feel alive and emotionally engaging for the player.
Day 48-62, fourth sprint
🏰 Castle Area – Design & Player Experience Plan
Create a climactic environment that feels large, fortified, and worthy of a final confrontation.
Use environmental storytelling—burning buildings, breached walls, and warships—to convey an ongoing siege.
Balance open combat zones with tight castle corridors for varied pacing.
Introduce verticality and complexity to encourage exploration and tactical movement.
🎮 Player Experience Goals
Sense of culmination and high stakes—this is the final challenge.
Tension and danger, amplified by war-torn visuals and enemy presence.
Spectacle and immersion through large-scale destruction and dynamic scenery (e.g., warships breaching the walls).
Encouragement to explore the castle interior for story resolution, loot, and the final boss arena.
I'm beginning with small foundational steps, such as building a castle tower and the bridge that connects to it, (see Figure 23), These early elements will help shape the overall structure and feel of the final area.
To continue with the castle’s design, I plan to build massive surrounding walls, as most castles have. I’ll start by creating a square-shaped area (see Figure 24) - but not too large, since it will need to be filled with meaningful elements to avoid feeling empty.
The overall size is noticeably larger compared to the village, emphasizing the castle’s importance and scale within the level.
Once again, I'm working on the terrain for the castle - though this time, it requires more attention than usual due to its scale and importance.
To speed up the process without compromising quality, I’ve decided to incorporate two warships (see Figure 25, the second ship is planned but not yet placed in this view), that have breached the castle walls.
These ships not only help reduce empty space but also strengthen the narrative—clearly suggesting that the castle is under siege or has recently been raided.
This addition will contribute to the sense of destruction and chaos, providing more opportunities for enemy encounters, loot acquisition, and intense battles. (Watch the video walkthrough to see the polished version in action.)
In preparation for the final area, which includes a boss fight, I'm focusing on creating a lavish atmosphere befitting a king's domain. To achieve this, I plan to adorn the area with plenty of gold accents, elaborate paintings, and an opulent, extended dinner table. Additionally, I'll include guards to maintain security and add to the regal ambiance of the setting.
I'm starting with simple elements like stairs, floors, and walls. There won’t be a roof, as this allows for better player visibility and a more comfortable viewing experience—without significantly affecting the sense of realism.
Figure 26A. The path to the throne room—setting the stage for the final confrontation.
Figure 26B. Wall and floor design elements—establishing the visual style and atmosphere of the throne room interior.
Once I integrated all of the environment art elements - such as carpets, gold, and scattered broken pieces - the throne room began to feel richly detailed and visually rewarding.
The space now gives off a strong sense of importance and finality, fitting for the climactic moment of the game.
To further enhance the atmosphere and storytelling within the throne room, I decided to add a grand banquet table, (see Figure 27).
This richly decorated setup—complete with plates, goblets, candles, and scattered food - helps evoke the opulence and former glory of the castle before it fell into ruin. The warm glow from the candlelight contrasts with the surrounding darkness, drawing the player’s eye and adding depth to the space.
It also hints at the castle’s previous daily life, making the environment feel lived-in and authentic. This visual storytelling element strengthens immersion and adds a layer of environmental narrative to the final area of the game.
To enhance the narrative, I’m also adding a cage in the corner of the throne room.
Final boss is awaiting on the throne, after defeating him , the player will be able to release a captured woman - the sole survivor from the village the boss destroyed.
This emotional payoff reinforces the stakes of the conflict and provides a meaningful resolution. Her gratitude serves as a narrative reward, adding both closure and heart to the experience.
Figure 27. Banquet table setup in the throne room
Figure 28. Polished throne room featuring the final boss setup, with detailed environment elements enhancing the atmosphere.
Day 62-76, last sprint, fifth.
🎮This sprint, my primary focus will be on level polishing to elevate the overall player experience. This will include:
Decorative detailing: Adding small visual elements (e.g., props, foliage, decals) to bring environments to life and improve immersion.
Navigation refinement: Adjusting physical borders, paths, and collision to ensure smooth and intuitive movement through all areas.
Combat balancing: Tuning enemy stats, placement, and pacing to create fair, varied, and appropriately challenging encounters throughout the game.
Narrative completion: Finalizing key story moments, dialogue triggers, and environmental storytelling to ensure a cohesive and satisfying plot progression.
Loot distribution: Strategically placing loot to reward exploration, support pacing, and maintain progression balance.
Figure 28. Decorating level with trees and other objects
Thank goodness Larian’s tree placement system is so well-designed—it allows me to place vegetation quickly and effortlessly, making the environment-building process much smoother and more efficient.
Figure 29. Trees and the logical borders
As someone who strongly dislikes invisible borders, I’ve decided to use logical and immersive methods to define the level boundaries. Natural obstacles like water serve as effective and believable barriers. For example, near the farm area, although the player could technically jump over a fence, venturing deeper into the forest will lead them to encounter a high-level enemy—one they won’t be able to defeat without using cheats.
Should the player manage to get past that encounter, they’ll eventually find themselves near the broken bridge, essentially circling back into the main path. Along the way, there’s a small easter egg: a cheeky message saying “What are you doing here?” and a hidden chest, rewarding the player’s curiosity without breaking the game’s structure.
Furthermore, I’ve introduced the main characters into the game. The mage, in particular, wields incredibly powerful and satisfying abilities. To recruit him, the player must first resurrect him at a specific location near the farm.
The reason for having three playable characters becomes clear as the game progresses—especially in the village area, where the player will face a significant number of enemies. The expanded party ensures that combat remains dynamic, balanced, and strategically engaging.
Figure 30. The dead mage which can be resurrected
As was mentionted before player can resurrect the mage (Figure 30) which will be the great ally and very helpfull in combat against big groups of enemies. He will be able to freeze them or throw maasive fireballse
Figure 31A. The Outpost NPC
Figure 31B. Dialogue with the Outpost NPC
Figure 32. Dialogue web
Although narrative design is not the main objective of this project, I’ve made a deliberate effort to incorporate a basic yet coherent storyline. This includes establishing key characters, setting up motivations, integrating world-building through environmental storytelling, and ensuring that the player experiences a clear sense of progression and purpose.
By doing so, I aim not only to enhance the overall immersion and coherence of the game world but also to develop and showcase my skills in narrative structure and implementation. This allows me to confidently say that I’ve grasped the foundational principles of storytelling within the context of game design.
In the Outpost area, there is an NPC who introduces the player to the basic story and provides essential context about the current situation (Figures 31A, 31B). He reveals that he has just returned, wounded, from a battle at the Castle, and that he is one of the few survivors. He warns the player that the area is overrun by enemies—referred to as “Skells”—and that their numbers are overwhelming. This encounter helps set the tone for the journey ahead, giving the player motivation and a sense of urgency from the very beginning.
Figure 32 shows the Larian-style dialogue system window. I’ve set up a simple and straightforward conversation with the Outpost NPC to introduce the player to the game’s basic narrative and context.
On the way to the village, the player will encounter a dramatic transition area featuring a bridge where the last defenders are making a desperate stand against the “Skells” (Figure 33). Surrounded and outnumbered, these NPCs are on the brink of defeat. As the player arrives, they must act quickly to assist before it’s too late.
Among the defenders are a noble paladin wielding a sharp sword and two formidable warriors, each designed to embody strength and resilience. To enrich the narrative experience, I’ve also incorporated interactions with all three NPCs, allowing the player to engage with their stories and better understand the unfolding events.
Figure 33. The bridge encounter fight.
Figure 34. Burnt body, level details and VFX integration.
I have placed several burnt bodies throughout the village area to emphasize the devastation and hint at the horrors of recent battles. This environmental storytelling element helps convey the brutal nature of the conflict.
P.S. There may appear to be a visual inconsistency—burnt bodies may lack surrounding blood effects. This is intentional, as the blood decals are reserved for those slain in close combat (e.g., by swords), while the charred remains reflect victims of magical attacks such as fire spells.
Figure 33A. The Village combat using magic & sword powers
Figure 33B. Village combat, use of various skills
Combat has become significantly more enjoyable with the addition of new skills, such as freezing enemies, casting even bigger fireballs, and engaging in pure sword fights. These abilities add depth and variety to the gameplay, encouraging players to experiment with different strategies.
Strategically placed loot rewards exploration and careful planning, while explosive barrels and destructible objects create dynamic combat environments that react to player actions. This combination of new mechanics and environmental interaction enhances immersion and keeps players engaged.
Throughout the village area—already scarred by recent battles—you’ll find several burnt bodies deliberately placed to emphasize the devastation and hint at the horrors that unfolded. This environmental storytelling element reinforces the brutal nature of the conflict and complements the intensity of the combat experience.
Overall, players can now experience pure joy and excitement as they navigate a richly detailed world full of tactical combat and narrative depth.
Figure 33B. Polished Village, with enemies placed
Thank you for your time.
During a recent playtesting session, the majority of participants provided feedback that the level was highly engaging and enjoyable. They appreciated that the narrative was optional, allowing them to focus entirely on looting and combat. Several significant bugs were identified during the session; however, these issues have since been addressed and resolved.