HTW Blight Voice – Unity Project Sidescroller (Level Design)

QUICK SUMMARY:

Project – Unity Sidescroller with dimension changing gameplay elements in a team of 5 students.

What I have done – Level and Concept Design, Game Design, Asset Creation, Animation, Lighting, Texturing and much more. The whole project was created from scratch inside the Unity engine.

The project is divided in two parts – the presentation in the first half (with renderings and a link to the game) and breakdown in the second half.

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Concept 1
Concept 2
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Created in 17 weeks, BLIGHT VOICE was our first 3D-sidescroller project at the HTW Berlin.

The prototoype of blight voice was done in a team of four and everyone had their special area of work they excelled in. Whilst others worked on code and concept art, I was what I would call a „project generalist“. Fom animation, modelling and texturing I also developed our visual style guide and partially level design. In this block I’d like to present you the workflow and how we created BLIGHT VOICE – its a long one!

You can play the prototype here!

You want a brief overview of the project? You can read the booklet here!

I. Concept

As the first 3D sidescroller experience we worked a lot on our artstyle-, gameplay- and coreconcept. Creating thumbs and speedpaints to establish a mood was key to communicate our ideas inside the group. Especially since due to Covid we had to work completely remote and had to rely on Discord and online meetings – sometimes a blessing and sometimes it complicated a lot of the communication.

Thumbs for quick ideation.
I also tried to think about what kind of creatures the player might encounter.
Flora was supposed to be a unique focus as well.

During development an inital idea can change completely, but a few key elements can stick and shape the overall design and may establish the core-gameplay loop. In our case the whole project started with a few important aspects we wanted to incorporate into the game, like a very deep combat system that depends on maneuvering, deflecting and counters. The player was supposed to feel small and vulnerable, something our environment should reflect and also strenghten via giant buildings and temple constructions.

In the end we changed this concept with a more enemy-focused approach. Means, that creatures in the world shall feel like actual animals and fit in the environment we drop them in – and require different strategys from the player to either get past them or use them in the players favor.

A second sight mechanic was introduced that let the players „phase“ between two different realities. In one reality a stone or segment of a wall might not be there, thus enabling the player to move forward. This was the cornerstone of many puzzles and encounters our prototoype has to offer and got more complex over time and with the progression of our game!

Fakescreenshots are very helpfull to further explore the current ideas the team has.

The change of realities also introduced our companion, a helpfull little character the player can switch to. By having two basically two protagonists it was very important to balance them equally – whilst the small companion can fly and manipulate light objects, the human character can interact with heavy objects and is the main moving force in the game.

All these key elements enabled us to further expand our level design and we went full on with our development! But due to our limited time, the story part suffered a bit. I wrote a visual style guide which also incorporates a few of our worldbuilding themes and it helped to crate new assets and shape the creatures and characters.

With that much prepwork done, it was time to create some more concept sketches for our game!

Our intro level was supposed to introduce some mechanics but also show the player what kind of world he is about to enter.
Especially the concept design changed over the course of the development…
… and while some ideas wont get refined, other get more pronounced. The tree is now much bigger and in the final game is used to introduce the jumping…
… and the breaking surface and entrance to the temple underground is also there.

I also tried to conceptualize the interaction with the creatures of the world. In this example, the player uses the companion to power an old generator like construct, that seemingly awake this giant beetle. With controll over the beetle, the player can move the mushroom plattform safely to the other side!

The title of the game was not fixed until our later in the production.

II. Leveldesign

After all this concept stuff I got to work on our unity prototype. We split up development of the different level section among the team to speed up production. Especially seeing how the Unity blockouts changed over time is always amazing.

This blockout was created by Laura Martinek and shows very well the idea drawn on the concepts.

I started working on the Intro Level and the temple entrance. Lots of stuff was created during that phase, from tree assets and terrain work such as painting and sculpting and rendering inside Unity. Light can massively improve a scene, and when working on a sidescroller I think it is a very nice touch to work with depth in the scenery. For instance, the cave beneath the broken tiles is very long and the player can look into the structure thus creating this illusion of a giant cave system.

The cave was much smaller in the beginning and did not had the depth needed to have this „wow“ effect.
It is always a good idea to take your player character and se how he compares to your environment.
I created all the final assets in the game from the first level to the last chapter. I will present my workflow later in the block.
Lightshafts in the background and scaling single assets up in the background helped to make the whole scenery look massive.

III. Characters And Creatures

After I worked on the level stuff I shifted my focus to the two main protagonists of our game – well, the three characters actually. To safe time we reduced our creature count to a single, fleshed out enemy with unique mechanics and soon had to start on the textures of our main characters.

As we established in the design concept, some creatures are able to change realitys like the player – and these monsters do have a distinctive look. Fishlike and alien with bright colours and weird limbs. I created some sketches as well.

Some of the ideas were taken further by our other Concept Designer, Laura Martinek…
And on the base of her sketches…
…I started working on the ZBrush sculpt!

My workflow usually involves a simple blockout in 3DsMax or another 3D programm and then move over to ZBrush to refine the rough concept and sculpt the details. After that stage is done I either use the ZBrush tools to generate the lowpoly version or come back to Maya or 3DsMax to some retopo. For this project I went ahead and skinned and rigged the creature so we could use rough animations inside the Unity prototoype – I like to use CAT for this kind of work.

The anatomy of our creature needed a completely new rig from the ground up. With the help of test animations I was able to make out errors in the skinning and fixed them very quick.
Our main character was sculpted by another teammember, Leon Dreiling and I made it gameready by skinning and rigging the model.
To make animating much easier I like to work with proxy geometry. In this step the bones from the CAT rig get replaced with parts of the real model they represent.

Texturing was done in Substance Painter where I created completely new materials for the creature and the player character. I put a heavy focus on the bright colours and alien look of the creature and tried to make him standout as something unusuall from our colour palett we used in the levels.

The player needed to stand out as well, but shouldnt be to catchy. Saturated and bright colours were needed to make him visible in the dark caves. Due to our time constraints we reduced the amount of details in the companion that was supposed to be a small flying animal. In the end I created a quick sculpt of some ancient looking construct that flies over the player character. And some emissive textures helped eleviating the design from the rest of world.