Spite: Drowned Souls

World Overview. This was an early sketch showing how the different levels would be connected to the hub. I also tried to visualize the shape I was imagining each level would have.

World Overview. This was an early sketch showing how the different levels would be connected to the hub. I also tried to visualize the shape I was imagining each level would have.

An early overview of our first level, taking place in a village.

An early overview of our first level, taking place in a village.

The first overview I made of our swamp level. Originally the map was supposed to be of an open design, letting the player explore as they wished. This proved problematic for several reasons and in the final version the level is open only for the last 50%.

The first overview I made of our swamp level. Originally the map was supposed to be of an open design, letting the player explore as they wished. This proved problematic for several reasons and in the final version the level is open only for the last 50%.

Progress of the hub going from Alpha to Gold. The lighting in the first images were only a test, and for the gold version they were tweaked to work properly when exporting the level to our engine.

Progress of the hub going from Alpha to Gold. The lighting in the first images were only a test, and for the gold version they were tweaked to work properly when exporting the level to our engine.

The prologue, taking the player high above the swamps, letting the player get a glimpse of what is to come.

The prologue, taking the player high above the swamps, letting the player get a glimpse of what is to come.

Our Hub, where the player would return over the course of the game to learn more about the world and be guided to the next level.

Our Hub, where the player would return over the course of the game to learn more about the world and be guided to the next level.

Overlooking the village, the first level. Here, as in the rest of the game, I made it a point to work with depth a lot.

Overlooking the village, the first level. Here, as in the rest of the game, I made it a point to work with depth a lot.

Our swamp level that the player could see from above during the prologue.

Our swamp level that the player could see from above during the prologue.

The final boss fight, where the player finally confronts the evil that has corrupted the lands.

The final boss fight, where the player finally confronts the evil that has corrupted the lands.

Project time: 14 weeks half-time
Reference game: Diablo 3
Engine: Monostein
Level editor: Unity
My contribution: Level Design, World Design, Environment Art, Lighting

This is the first project of Spelbryggeriet.

In the early stages of the project I was responsible for sketching out overviews and blocking out the first versions of the levels. Since the player would return there several times, I spent a bit of extra time on the Hub, which went through many iterations before reaching a state I was happy with. As the project progressed I took on the task of propping all levels as well as doing the lighting.

As in our reference game, we worked hard to use a lot of verticality in all our levels, often leading the player above future areas, foreshadowing what is to come.

I was also responsible for balancing the boss fight. Inspired by the Azmodan fight in Diablo 3, it had three different phases. Each phase after the first caused the poisonous water to rise, resulting in the boss arena to become smaller the further the fight went on. In the end it becomes a battle against time as the boss casts magic orbs that expand while also doing damage on contact. If you don't defeat him fast enough, you will run out of space.

Download link: https://spelbryggeriet.itch.io/spite-drowned-souls