UNTOLD – Roguelite Action Prototoype

From April to July, during my System Design (Master Study at the HTW Berlin), I worked together in a team of 4 to conceptualize a roguelite game.

Project – A roguelite action game set in a giant city, combining fantastical and scifi elements.

Overview – In a group of 4 people, we worked on a playable prototype over the course of the semester (April – July 2024) and had a successful playtest in June, 2024, that tested combat feel.

What I did – Visual Development, 3D, 2D and setting up the modular asset blueprints inside Unreal Engine (for example windows with décor and shutters that could be opened, closed)

The project was named UNTOLD and is set in a giant city, divided into multiple districts. Here, players have to move through small and short level sections, defeating enemies and enhance their playstyle by using the different modifications that players receive at the end of each level.

The playtest in June was about the combat- and gamefeel experience and we collected feedback in terms of how weapons function, how combos work and how to improve speed and agility of our player character.

I was responsible for the visual development of the game scene, as well as everything in regards to 3D and 2D work (such as fakescreenshots etc.)

You can find a gameplay video, screenshots and the concept art in the showcase section below.

Showcase


Concept Art

Videos Gameplay and Modular Workflow

The first artwork I did to explore different fantastic influences in a modern setting
Concept Art of a combat scene
The hub for the player – an unused mechanic of weaving a wall carpet
The player could change the motiv of the carpet by using different spindle coils
Players are presented with only part of the carpet revealed and then choose available coils that then get inserted into the motif. Depending on which coils are placed, the pictures on the carpet change – The Threat (the red vines) change to a deformed version of the „Tapferes Schneiderlein“ and The Hero In Need (the blue character) can become the „Böse Wolf“.
Just some random artworks for architexture and a giant called Stulle. He also appears inside the gameplay video, but only as a blockout.
Prototyp Gameplay
Workflow Modular Assets

Game Screenshots

Our current level. We planned of having many, small short levels and tested our artstyle ideas in this environment.

Level Art and Build Screenshots

Here you can see the progress the level made throughout different iterations; I tried multiple workflows and workflow routes – from lowpoly only with painted textures via 3DCoat to our used method of lowpoly models and highpoly bakes from zbrush sculpts.

Version 1
Starting to use other methods
Stylized lighting and more colour
End progress for this section, graphical elements on the surfaces added the needed flavour

2024