During my two-month internship alongside Pierre Gaudillere, I worked on Forsaken, a top-down game combining exploration, procedurally generated dungeons, and team-based hero management.
The game’s universe takes place in the Forsaken Archipelago, a world submerged by the tears of the petrified Child-God. The player starts alone but can recruit up to five playable characters scattered throughout the world.
Each hero has a unique ability that influences gameplay and can be upgraded over the course of the adventure.
Every playthrough is different thanks to a procedural generation system: levels are created from individual rooms connected through predefined points, forming a unique dungeon or exploration area each time.
My role in the project
- Level Design of the exterior HUB area: placing points of interest, organizing dungeon entrances, and creating a smooth and readable progression path for the player.
- NavMesh management: implementing solutions to ensure logical character and enemy movement, passing under bridges, avoiding walking through walls, blocking certain paths while still allowing ranged projectiles to pass through.
- Art direction & 3D modeling: creating the game’s assets while maintaining visual consistency.
- Modular approach: designing all elements to be reusable, with optimized tiling textures that seamlessly fit together, allowing for quick assembly of varied environments.