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Marc Gálvez Llorens

Is this a "Molaria"?

Overview

Hello I'm Marc! In this project I have mainly taken care of the Level Design, especially in the Kaer Morhen Tutorial. I also focus on the set dressing enviorment.

On the other hand, I took it upon myself to organize and evaluate Playtesting sessions.

Finally I've been Scrum Master of Level1 to the Gold milestone. My work was to have the global visión of the level1 and lead the peopleworking on it!

Level Desing

Game Tutorial Design

I think the tutorial is most important in a game, and are not to be left to the end. I divided the Tutorial like this:

1- Movement: Empty space to let players move

2- Attack: Dummies objects, lets playets try all the buttons too

3- Breakable prop: This will ensure that players know how to attack

4- Dash: Oscilators will punch you down if you don't dash. This will ensure that playes know how to dash

5- Enemy: First "real" challenge

6- Relics: Feeds back into the combo mechanic

7- Magic Abilities

8- Checkpoint: Players won't want to repeat the tutorial

Design Level 1 Kaer Morhen

The visual aim of this tutorial was to make it as close as possible to "Kaer Morhen" of the original but cartoon game. So the player could feel identified. In the same way, we use several elements like the oscillators used by Ciri to transmit nostalgia.

This is the original Kaer Morghen

Set Dressing Level 1 Kaer Morhen

Here some Timelapses:

https://www.youtube.com/watch?v=NOiGkZcJTxY

https://www.youtube.com/watch?v=L-XwW2Vd8I0

Set Dressing Level 1 OLD Kaer Morhen Iteration

This is the previous iteration of Kaer Morhen, not enough similar to the original and no tutorial design.

Set Dressing Level 2 OLD Mahakam Iteration

This previous iteration of Mahakam was a grate visual level, but not the most efficient for the gameplay. So is not included to the final game.

Wagonette rail track in Maya and Alien Engine

I create the track in maya in three steps: 1. Only Top Perspective (Flat) 2. The same Perspective but with curves. 3. Finally added the 3rd dimension.

Also I added the component curve in the hole level

Prototyping in Unity

Prototype Wagonette

These prototypes were made to prove the functionality of an specific mechanic. With this prototype we decided which would be the main mechanics of the car

Prototype Enemies

Together with a not very large team of people, we made a prototype po to verify certain behaviors of the player by getting relics and fighting

Prototype Revive Mechanic

This is a very quick prototype to make that helped us see what the revive mechanic ideas were like.

Playtesting

Organitzation

I have spent a lot of time organizing and evaluating big part of playtest sessions. Thanks to this we have been able to improve much more the design of the game. Now, the channel I made at discord has almost a hundred people!

Evaluation

Here are some of the tests we used to evaluate beta testers

Conclusion

And finally the conclusion. Sometimes it was a bit tedious to use because there were so many things repeated. But we got a lot of useful data.

Narrative

Introduction Cutscene Design

This is very important, as it is the first impression of the game. Thus we avoid the least number of escapes possible.

Narrative Flow OLD Kaer Morhen

Miscellaneous

Trailer

I collaborated in making the trailer. Especially in its design related to the music.

Poster The Witcher A Bard's Tale

This poster was used to capture the attention of a large number of people in a playtest.

Particle Ciri explosion

Archery Target prop

Prop created from other little props.