
Hell's Lament
2nd Year University Games Design Project
Time scale - February 2022 - May 2022
Role: Game Designer
Software used:
-
Photoshop
-
Excel
-
Unreal Engine 4
-
Premier Pro
Design Doc
Responsibilities:
-
Research Metroidvanias, get a grasp of their key elements
-
Design a suitable level for the Metroidvania formula
-
Use the framework provided and experiment with its mechanics and systems
-
Fully mesh out the level and produce a playable level with an overarching narrative
Overview:
This project enabled me to work within constraints and broaden my Game Design knowledge.
It was my first time working with a 2.5d side scrolling layout, so I am now aware of some specific design considerations due to this, such as foreground obstructions and depth awareness.
Before this project, whilst having enjoyed Metroidvania's such as Hollow Knight, Axiom Verge and Symphony of the Night, I never took it upon myself to analyse their design and patterns. Thanks to this project, I now have a much better understanding of commonalities and approaches to making them, and in return, have gained a deeper appreciation for the genre.
In addition I learned better project organisation and management due to Trello and Excel.
What would I do differently next time?
During the level, the final boss route is the only moment where the players expectations are initially denied, making it the soul motivator for them. This does work due to it being a vertical slice, but I would play with this denial in smaller, less noticeable ways for the player, then reward them with their expectations being met.
In addition, the mystic tunnel is quite flat and take some depth away from the level, so I would add more vertical variation to reduce monotony and increase the platforming elements of the level.
Game Trailer
Gameplay Overview








