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Project: The Proving

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Controller required for play.

Recommended hardware:

i7-4720HQ or above.

GTX 970M or above.

8+ GB DDR3 RAM or above.

Midmortem

Being a fan of the "Soulsborne" series of games (Demon Souls, Dark Souls, Bloodborne), this project first started out as a way for me to create my own levels that elicit the same great 3d level design found in those games. I wanted to create portfolio pieces for game and level design, but I also wanted to have a deeper understanding on what makes their games and levels work.

One of the first things I set out to accomplish was to create a responsive combat system similar to the Soulsborne series, during which I also focused heavily on creating my first boss fight, the Unembraced King.

During this time, my time was spent primarily working on animations; adding windup animations to existing attack animations for the boss, mixing and matching animations to create new sequences, and editing active "hit frames" of attack animations and "I-frames" of dodge animations.

Cathedral

After feeling that the Unembraced King boss fight is in a good spot, I set out to create my first level which is the Cathedral, and the Warrior's Respite.

My primary focus for the Cathedral was to create interesting combat scenarios; in which I placed an archer in a high point in the middle of the level, from where he can fire arrows onto the player.

I also focused on creating believable shortcuts, which act as an "organic checkpoints."

It is my belief that exploration can be more rewarding when you reward the player with a way for them to get back to where they are in the case that they die.

Jail

I wanted to create a level that incorporated a light environmental / navigational puzzle into my level design. One of the primary focuses for this level was to create an uneasy atmosphere.

I used primarily what I consider to be "ghostly" colors - blue, and green. I then amplified the atmosphere of the level by adding fog, and ambient music.

This level primarily revolves around the use of the elevator bridge, and in order to use it, the player must navigate to the proper rooms in order to activate the bridge, but the path to the levers that activate the bridge is filled with enemy guards.

After the player navigates through the level, they end the level with another boss fight against the Warden.

The Warden guards the exit of the jail; Only he can decide who can go in or go out.

I designed the Warden to primarily use faster and more numerous attacks. While the Unembraced King takes long swings and hits hard, the Warden uses the opposite tactic; He doesn't hit quite as hard, but he attacks more often and more aggressively.

If the Unembraced King's primary attribute was "Strength," the Warden's primary attribute is "Dexterity."

© 2017 by Gavin Delima

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