Ignotum - Tutorial Dungeon

About

Ignotum will be an expansive 3rd person action role-playing game, drawing inspiration from renowned titles like the Diablo and Path of Exile series. My intention is to create a captivating world where players will explore a vast overworld and encounter randomly generated dungeons filled with challenges and secrets. As players immerse themselves in these dynamic environments, they will embark on a journey to recover lost memories and uncover treasures scattered throughout the land. Along the way, they will forge alliances with companions, each offering unique abilities to aid in their quest. My goal is to deliver an exhilarating blend of exploration, combat, and narrative, promising an immersive experience that evolves with every step of the adventure.

All low-poly assets used in the level design is accredited to Synty Studios. I purchased the packs and use them in my level design.

  My Work

  • Level Design
  • Lighting
  • UI Scripting
  • Scripted Events

My goal is to lead players through the map without it feeling like I’m pulling them along. I want them to enjoy the exploration without feeling like its too much.

Before diving into level design, I’ve been immersing myself in psychology and delving into architecture. I really tried to expand my knowledge, so that I could bring it into my game. Hopefully as I continue to learn I can make it more immersive than ever before.

 

Scripting

As this was my first time writing scripts and implementing them into game play I really wanted to focus on the interactions and how the player would interact with the level around him. A way to get players to explore areas is set goals early on, create obstacles that have meetable requirements. Later down the road when players discover a "Key" they remember and double back, maybe discovering something groundbreaking.

Working with colliders and Unitys particle system, I created this kind of rolling fog effect. I want to to kind of represent memory for this game. As the fog rolls in maybe some narrative starts to play, or the player discovers some past memories they have forgotten. This I feel is a unique encounter that helps lead narrative without forcing players hands.