Project Planetoid

Player path in Act I. Plenty of use of "Denial & Reward" makes an otherwise linear path more interesting and foreshadows the imminent disaster.

Player path in Act I. Plenty of use of "Denial & Reward" makes an otherwise linear path more interesting and foreshadows the imminent disaster.

Beginning of Act II. The player is allowed to explore a larger area that was cloaked in shadows in the beginning. This is the first point where the sonar ability is required to progress.

Beginning of Act II. The player is allowed to explore a larger area that was cloaked in shadows in the beginning. This is the first point where the sonar ability is required to progress.

Progress on the final chamber of the caves. This is where the caves open up after the players crawl through narrow tunnels. This was my primary area to experiment with the lighting, trying out different effects and methods to set the mood.

Progress on the final chamber of the caves. This is where the caves open up after the players crawl through narrow tunnels. This was my primary area to experiment with the lighting, trying out different effects and methods to set the mood.

The combined effects.

Project time: 10 weeks half-time
Level editor and engine: Unreal Engine 4
UI Design: Anton Sjöholm (https://anton_sjoholm.artstation.com/)

Other credits
Cave and canyon assets: Low Poly Series – Caverns, by Stoolfeather Games
Skybox: Matte Painting Skybox Bundle, by Velarion

This project started with an idea to create something that could be considered a complete slice of a potential longer game. I wanted to focus on setting the mood and building a cinematic experience using scripted events. I wanted to make a full experience that had everything it would need in a full release. All gameplay features should be fully scripted and working and if I had the time I wanted to add sound effects where they were needed. To do this, I needed to keep the scope tight, keeping the number of features small and not make the playable area too large.