As a worldbuilder, I designed the whole narrative and I have been involved in the totality of the game's levels.
My main tasks can be summarized in:
At the beginning of this journey, I defined up to 5 plausible, adventurous & contrasting levels, following a narrative line:
Two of them whre brought to the game:
In relation to the enemies, the studied ones were:
Out of those, this ones made the cut:
I was responsible for defining the narrative and all the dailogues of the levels, as well as the narrative images in the beginning, middle and end. Wwise was used to host those dialogues
Furthermore, I programmed the dialogue system (w/ Jorge Gemas) with customizable dialogue triggers, which I set up in the maps
My contribution can be sum up in:
The fortress would later on be used as the tutorial area:
In the picture, one of many iterations the level had:
Final result thanks to the design and art team:
The level was split in 3 zones but it was originally a whole. It was a vertical descend located in a dwarven open mine in snowy moutains
The second part wasn't originally planned, but I researched de minecart concept and came up with the mechanics and the map. The proposal was received with much enthusiasm
The last part is the boss area. I helped designing the area along with the boss
My contribution was:
In the picture, one of many iterations the level had:
Because of time constraints, I redesigned the whole first part and was in charge of the blockout and all the in-engine stuff: cameras, colliders, particles, lights, enemies... With the help of Guillem Sanchez for terrains and some props
I researched how to include a characteristic element in a mine in the game: minecarts. References ranged from Crash Bandicoot to Red Dead Redemption 2.
The boss area is organic and has elements that bind it to Ciri: the destruction with rocks falling and the platform rising symbolizes her mental climax as she is corrupted and about to colapse.
Emerald butterflies emerge after the fight as she is saved. The tornado is a reference to the series and to her power...
The levels' audio was lacking and confusing. Thus, I decided to make a full zone-by-zone design:
I did so with all levels, here is a sample:
Another one from the second level:
Thanks to Iván Ropero for translating the audio to the game
Ciri (w/ Alejandro París) was designed to represent her mental climax and she causes environment destruction.
We were inspired by the series and I thought hitting a child you want to save would be weird, so the players fight against her "impurities", the clones, while she is inside the tornado
Thanks to the team and specially Marc Guillén for translating the design to the game via code
I also worked on other areas: