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STUDENT PROJECT

WISCAPE 

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INTRODUCTION

Wiscape is a multiplayer thriller puzzle game where you and your friends play as a team of magic law enforcers. Your mission is to solve the mystery behind a group of people who went missing after being sent to investigate a mysterious energy source plaguing the region of Tranquilla. As you work to save Tranquilla, you'll need to escape the nefarious hands of The Harlequin!

 

  • Platform : PC
     

  • Engine : Event Horizons (Custom)
     

  • Game Genre : Multiplayer Thriller Puzzle

 

 

  • Game Theme : High Fantasy
     

  • Game Mood : Eerie
     

  • Art Style : Stylized Semi Realistic

 

 

PROJECT INFORMATION

For this project, I took on the roles of aesthetic designer, UX/UI designer, atmosphere designer, and level designer. I ensured that the overall aesthetic of the game remained consistent, creating the desired mood and feel for the player throughout their experience. Additionally, I was responsible for designing the levels, ensuring they were engaging and well-integrated with the game's theme.​​

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Contributions

 

  • Logo / Brand Design (Lead) 

  • Level Design (Lead)

  • UX / UI Design (Lead)

  • Scene Dressing (Lead)

  • Lighting (Lead)

  • Gameplay Mechanics Design 

  • Narrative Design

  • VFX Design

  • Enemy Modelling

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This project is a group project and the total duration to complete the entire project is 6 months. 

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The final game is made using Event Horizons Engine made by the programmers in the team.

DESIGNING THE LEVELS FOR WISCAPE

Multiple POIs are spread across the map for players to be able to get a sense of positioning. 

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A path is drawn for the players in order to not get lost in the map. Each path should leads the player to the different POI in the map.

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Multiple spawn points are also spread out throughout the map shall the player dies when exploring / solving the puzzle.

 

 

INKARNATE LEVEL LAYOUT

 

 

When designing the level for Wiscape, I have to keep in mind that there should be enough "Points of Interest" (POI) for the players to orientate themself as the game has no minimap. The scaling of each objects have to be accurate during the white boxing part of the level design process as this will determine the amount of transversable space for the players.

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I used a software call "Inkarnate" to place each elements found in the map to get a better understanding of the layout and terrain needed for the map. 

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POINT OF INTERESTS

 

 

Wiscape 1.png

A screen shot of POI 3 in Wiscape.

 

Each POI in the game has its own unique design and lore, enhancing the overall narrative and immersing players deeper into the storyline.

 

 

SCENE DRESSING

 

 

Wiscape 2.png

A screen shot of Tranquilla under the curse of The Harlequin.


The scene dressing is done in the Event Horizon engine.

Most of the assets are reused due to time constraints, but they have different orientations and scaling to avoid looking repetitive.

 

LIGHTING

 

 

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Ambient lighting is used to convey the time of day and mood of the level to the player, while a fog overlay creates depth of field.
 

Paths in the game are illuminated to guide players, and important elements such as puzzles and VFX feature emissive lighting.
 

Each Point of Interest (POI) also has a soft point light to make it stand out from the environment.

 

BRINGING THE GAME TO LIFE

PUZZLE DESIGN

 

 

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There are two puzzles presented in Wiscape, each requiring its own unique mechanics. These puzzles are designed to align with the Wiscape theme and have their own lore attached to them, further enriching the game's narrative.

NARRATIVE DESIGN

 

 

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The narrative in Wiscape is presented through cutscenes and voiceovers.
 

Additionally, there are notes scattered throughout each level to help players understand the puzzle mechanics and the lore of the map and game.

VFX DESIGN

 

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VFX is presented throughout the level using the Event Horizon particle effect system.
 

These VFX are used for item skills, to create an atmospheric environment, and to highlight effects when players complete a level.

UI / UX DESIGN

 

Wiscape UI.png

The UI for Wiscape is kept simple to avoid overwhelming the player, given the busy nature of the map. I chose to use the color white for most of the UI elements because it provides the best contrast against the environment.

BRANDING

FINAL PRESENTATION

 

 

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I was in charge of creating the presentation slides for each milestone.
 

I aimed to keep the slides in theme with the game to enhance the game's branding and ensure everything appeared as one coherent package.

LOGO DESIGNS

 

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Team Logo Design

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Wiscape Logo Design

FINAL PRODUCT

Project Restropective

Here are the key takeaways that I have learnt from this project : 

  • When designing a game for a custom engine, it is essential to understand the engine's limitations before delving too deeply into the design.
     

  • When collaborating with team members from different disciplines, communication is key. Keeping a record of priority tasks is also crucial.














     

  • When designing a level, scaling is important to effectively convey space and create an immersive environment.
     

  • When setting up lighting for a level, it is important to identify which elements are key to ensure they are appropriately highlighted.

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© 2024 by Montira Poonvasin. All rights reserved.

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