Tales of Unity
My role was as the main game designer and game consultant, collaborating closely with the client to shape the project's overall vision and execution.
As a designer, I had diverse responsibilities spanning various disciplines, including game narrative, gameplay mechanics, game interactions, game balance, game systems, environment layout, level content, UI mockups, game sounds, game testing, quality assurance, and motivation design.
As a consultant, I provided support to the client in defining the game's vision, devising marketing strategies, managing the production cycle, and assisting with talent sourcing.
Game Designer
Game Consultant
3D Action-adventure game
PC
Unreal 5.1
8-10
Objective
Create a compelling and educational game demo, encompassing one chapter of the game story.
This project, undertaken for Athar Studios, 'an incubated startup by Edventure Labs' is designed to engage and educate the younger generation about history. Through a captivating narrative and immersive gameplay, the project aims to evoke emotional responses and adrenaline-boosting moments in players.
Gameplay
Players will have the opportunity to embark on a journey filled with historical discoveries and cultural insights.
As they progress through the game, they will unravel the secrets of history using a diverse range of gameplay mechanics.
These mechanics include combat, exploration, puzzle-solving, and more, offering a multifaceted and engaging experience.
Game Narrative
Transporting players to the year 1284, they embody "Pothaina," a pivotal figure in the Ottoman Sultan army's battle against the Mongolian invaders.
The game's narrative design is structured around the string and pearl concept, threading a series of interconnected events with precision trigger points. To immerse players deeply, the game seamlessly blends core gameplay mechanics with strategically placed short 2D cutscenes, that put the player on a rest while indulging with the story sequence.
Level Design
We charted out the narrative's events per scene utilizing the PUMA storytelling model, then we identified game elements per scene on a Beat Chart considering player's psychology patterns as they progress in each scene. All of this was reflected in the environment map layout sketching process to deliver efficient production worfklow.
Puzzle Design
We devised a challenging puzzle sequence for players. Here, our MC Pothaina faces the task of unlocking a water fountain by tackling three intricate locks. Players must solve these puzzles, which increase in difficulty and are bound by a specific time constraint.
The challenge takes an exciting twist as players navigate their pawns through a maze while water steadily rises beneath them, reminiscent of a DDR-inspired challenge, all while working to unlock the maze's final lock.


Maze Prototype

DDR Prototype
Limitation Case
Due to the unexpected departure of our animator and the inability to hire a replacement, we encountered a significant challenge in maintaining the required complex animation moves within our game design.
As a solution, we opted to redesign gameplay elements and sequences to eliminate the reliance on intricate animations, transitioning from 3D pre-rendered cutscenes to 2D narrative cutscenes.
This involved enhancing visual artistry, employing cinematic techniques, and gathering iterative feedback through user testing.

Storyboard

2D cutscene
Responsibilites
◈ Design major game aspects and create comprehensive game design documents.
◈ Provide constructive feedback to guide the team of 2D artists, 3D artists, environment artists, copywriters, and developers.
◈ Conduct game testing sessions and document testing notes for improvements and bug fixes.
◈ Responsible for optimizing game balance by tuning Unreal blueprints.
◈ Took charge of some level design tasks such as environment layout, placing environment props, level content, and designing game puzzles.
◈ Design UI/UX layouts and mockups, ensuring dynamic and responsive components.
◈ Collaborate with developers to iterate on game "reward, objectives, AI NPCs, combat and events" systems and gameplay implementation.
◈ Consult with project management to establish the game's vision and direction, leveraging my consultation skills to define a clear project roadmap.
◈ Provide guidance to management in formulating an effective game marketing strategy, considering target audience, market trends, and promotional channels.
◈ Advise management on game production, ensuring efficient workflows, resource allocation, and adherence to timelines.
◈ Offer expertise in talent sourcing and decision-making, assisting in assembling a skilled team and partnering with suitable collaborators.
Conclusion
The underlying goal is to educate players about historical characters and events. By combining various gameplay mechanics, including combat, exploration, and puzzle-solving. Ultimately, "Tales of Unity" strives to merge the excitement of gaming with historical learning, making it an engaging and informative experience for players.