Eleanor Erceg - Game Designer Portfolio
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Solo Project
Tools: Maya, Unity, Audacity, Krita
Tasks: Asset Design, 3D Modelling, UVing, Texturing, 2D Art Sketching/Colouring, Level Layouts/Design, Greyboxing, Level Building, Lighting, Narrative Design, Character Bios, Sound Design, Visual Effects, Programming, Testing
This project, produced for narrative design, was crafted to emphasise the story and tone. Pre-production included exercises making character/item profiles, exploring aspects of the world not directly featured in the story itself, as a reference for creating a more consistent character/narrative development.
Core Design
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Set the scope
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Concept within limits
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Weave narrative into mechanics
In any solo project I must design around my own limitations, concepting a workable game idea with minimal mechanics and a tight scope, while still creating intentional style. Programming is my weakest skill, and as it is foundational to game development, I always make sure to design systems I already have a plan on how to accomplish.
The only real mechanic of the game is placing and picking up reflective pearls as a way of mapping one's progress through the maze. This bread crumb method of setting a trail was chosen as more convenient system than the ball of string in the original myth. I established this system in the narrative, working off of the character bios to set up the tale of downfall from greed and hubris.
Art Direction
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Define possibilities within scope
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Match style to narrative
The choice of static images for the exposition was also a practical one, lacking the time or more advanced skill for animated cutscenes. This way I had more freedom of style and expression, didn't waste player time in game for context, and was simple to execute mechanically. I traced from reference images to get the poses, keeping backgrounds to a minimum. The aesthetic I was going for was establishing a storybook fable-like quality, as a clear alternative myth, while borrowing some of the expressive poses from classical Greek art.
Several artistic details were changed in development. Originally the maze was to be set in a mountain, but the greybox stand-in dwarfed the door taking away from the intended grandeur. So, I changed it to a temple and added in the parameter wall, all serving as an ominous build up to the idea of the monster, with the large imposing structure and confinement and isolation.