SUMMARY

Produced Spring of 2021. Built-in Unreal and operating on PC, Surtrt Fjäll is an immersive exploration, puzzle, and combat experience. Based on Norse mythology the story leads players through a hero’s journey to defeat the fire demons in the mountains and overcome the final boss. This was an ambitious individual-level design project, that focused on the player experience, Blockout layout, progression, mechanics, and resolve.

SPECIFICATIONS

  • TEAM: 1 - Personal Project

  • GENRE: 3rd Person Melee Combat

  • DURATION: 4 Weeks

  • SOFTWARE: Unreal 4, and Photoshop


GAME OVERVIEW

Surtur is from Norse mythology, a fire demon, that would engulf the earth in flame. Fjäll was inspired by the naming of mountains and rivers in Iceland, so the translation is Fire Demon Mountains. The player is on a quest to extinguish the fire demons and those who serve the evil lord. The player must traverse across hostile lands and solve the mechanisms to smother the gauntlets and defeat the final boss Surtr.


VISUAL RESEARCH / THEMATIC

I began designing the levels by conducting research and gathering visual references to create a mood board to establish the overarching theme, that being an “open world“ much like BOTW with exploration, puzzles, and combat encounters.


GUIDE MAP PROCESS

This was the original process for the design and layout, I began with a rough layout and included scribbles of puzzle concepts and scenarios the player would encounter. I was focusing on engaging the player with three primary tasks to complete before taking on the boss Surtr.


BEATS AND PACING

The above diagram is a peek into my process, and how I construct a tailored player experience. The focus is on the player’s learning process and experience. Pacing content and adverting expectations to keep a fresh experience and get mileage from available mechanics. Each area teaches the player different concepts and mechanics, following an arc much like a story, a barrier to overcome, amplifying intensity, and then meeting resolve.


Walk Through


REFLECTION

a lot of technical and layout process was put into the project to refine my level design skills. Exploring puzzles, and combat experiences while still seeking to create a fun and dynamic experience. A lot of ideas came from the first scratch draft for the block out and it wasn’t until executing the plan that I needed to problem solve some scoping issues. From playtests, I found that I could create more atmosphere with more audio and dialogue feedback and I needed to focus more on rewards and loot. My next plan is to refine the visuals and narrative to seek more emotional reactions. I set out to create a BOTW Zelda-like experience by exercising my level design skills to create a friendly layout approach by spacing puzzles, combat, exploration, and platforming, all within contained spaces.


Previous
Previous

Kitchen Kauldron

Next
Next

Redemption