A short dragon feeding

I worked on it part time over a period of 2.5 months. I wrote some code in c#, but had to use the scripting tool of our lecturer mainly. That gave me more time for level design.
The player controls a powerless guy, stepping in for the chosen hero because he is to daydrunk to go on his legendary quest to feed the dragon.
Responsibilities
- Game-/Level-Design 
- Scripting Game Logic and Level Progression
- Extending funtionality of the given scripting tool
- Implementation of Assets from the store

Level 1
The first level was intended to represent a forrest glade and the home of a witch Master and her students. 
I tried to use as many Point of Interests (POI) that are needed to make it look believable that someone can live a self-sufficient and peaceful live there. I tried to distribute all nature assets in a natural randomized way, while placing human-made structures in a functional way.
Player Guiding was realised with the road, NpC's and Tracking shots of the camera. the flat and compact map also contributes to it with all POI's being visible all the time.

Level 2
The second level was intended to be a contrast to the peaceful first level -  a Spacious Mountain area with an intimidating Volcano being the home of the dragon. 
The player needs to Solve a lever riddle in the forrest in order to summon the flying Bridge. The forrest is therefore designed as a maze with Challenges like obstacles, fake levers and hidden passages that are only seen from certain pespectives.
Because it fitted the magical theme and it was the final challenge of the game I designed the flying bridge as a Jump'n'run Parcour. To fully utilize the capabilities of the physics-based character controller I designed the parcour to get increasingly difficult.
Player Guiding was realised through the roads, NPC'S and tracking shots, with terrain hiding distracting POI's.
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