Project Type Solo
Duration 6 weeks
Focus Design
Software UE4
Dragon of Transylvania was a 1 semester project focusing on design. Having a side-scroller framework as a starting point allowed me to focus on the design side of the game.
I designed the entire level, and made various modifications to the existing framework to allow for additional weapons and systems.
All assets used were provided by the university (excluding assets referenced in credits).
The main areas of focus in designing this metroidvania can be broken down into the sections below. Each section is then explored in more depth, and a few snippets of design are provided.
There are more aspects to the game's design, so I highly recommend you have a look through the full Game Design Document right here.
The entire level was designed and built from scratch. Starting from a simple concept sketch, taken to a finalised, fully planned out, meshed and lit level.
Pickups resources are intentionally scarce to give the player just enough resources to get through each section.
Every character action - from jumping & moving, to attacking - was tweaked to mesh with the level ensuring a smooth gameplay experience.
Each weapon consumable and standard attack was meticulously designed & tested to be balanced with every enemy type.
Health, damage values, and movement patterns were the focus here.
Various annotated level maps.
Patrol – Common, low difficulty enemy.
Bomber – Uncommon. Mainly used to surprise the player. Placement is very important with this enemy.
Floating Head – Fairly common. Low health, medium damage. Despite the low health can be difficult to kill due to its movement speed and tendency to surprise the player.
Projectile – Uncommon. Usually used to add difficulty to a platforming section.
Boss – Last boss in the level. Hardest enemy. High damage, high health.
You can contact me at alannah.morrison7@gmail.com, I'll get back to you as soon as possible. Alternatively, I can also be found on the following platforms: