Realms
Fantasy FPS / Arena Shooter

Realms is a fantasy FPS where fast paced combat meets deep narrative. Players uncover the truth behind fractured worlds through environmental storytelling, journals, and dynamic dialogue.
Team Size:
22 Members
Development Time:
1 Year
Engine:
Unity | C#
Platforms:
PC
Genre:
Fantasy FPS / Arena Shooter
Tools:
Unity | Visual Studio | Audacity | Google Drive
01
The Challenge
Players were having trouble navigating the world and understanding the controls along with not fully grasping the lore or the game
02
My Approach
I provided different components and features to immerse players and guide them with a journal, cutscenes and spoken dialogue

03
Key Contributions
Journal Entries
I developed the journal entries so players can learn at their own pace for gameplay and narrative purposes
Dialogue & Cutscenes
I wrote and recorded dialogue for the game to push the narrative and develop the antagonist
Level Design
I helped with level development including asset placements, dialogue interactions, and battle arena fights
Design Leadership
I managed a team of designers and attended meetings with other leads to discuss the game's progress
04 Deep Dive
Journal Entries In Game
Players procedurally unlock journal entries, which provide lore about gameplay, characters and the world from the perspective of the protagonist
Lore is revealed contextually
Entries tied to locations, events and characters
Encourages exploration and discovery


05 Deep Dive
Cutscenes & Dialogue System
Cinematic moments and mentor dialogue guide players, set the premise, and conclude the story.
Cutscenes and narration
Mentor guides and world insight
Gameplay and puzzle assistance
06 Deep Dive
Level Design
The player's toolkit and abilities should serve a purpose in and out of combat, including puzzle solving and exploration for a rewarding experience
Crafted battle arena encounters and placed enemies
Crafted Puzzles and first level to serve as a tutorial
Set assets, chests, enemies and dialogue encounters

07
Documentation & Systems

07 Reflection
Reflection
This project taught me the importance of integrating narrative and gameplay seamlessly. If I were to do it again, I would iterate earlier on playtesting the combat and traversal abilities and how they can be used outside their intended purposes
Start player testing combat from earlier
Iterate more on voice direction and delivery
Experiement more with level layouts




