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Realms

Fantasy FPS / Arena Shooter
realms.png

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

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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

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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

realms level design 1.gif
07

Documentation & Systems

Dark Red Texture
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

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