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Aura Awakening

Top Down Adventure

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Story Summary

The user plays a powerful Wizard named Valthor Merlin who is trying to find an immense power that started to make its presence known threw the magical realm in which he lived. Valthors power in magic helps him track the whereabouts of where this magic power is coming from. The adventure is a days journey away as he prepares himself with potions and research to embark forth. The world is full of powerful Wizards, will Valthor find this secret power first or will he find other Wizards at play as he emabarks to seek to be the greatest Wizard of the realm.

Project Summary

Aura Awakening is a 3D Top-Down Adventure game that consists of puzzles, obstacles, traps, and more. Peek at some of the gameplay.

PostMortem

What went wrong?

What went right?

  • Time taken- 4 weeks @ full time 8hr+ 6 days a week.

  • Created using Unreal Engine 5

  • The focus was to create a unique Wizard story with Blackout/Greybox utilized and enemy placeholders for future AI movement to be implicated.

  • Visual scripting of events.

  • Level Sequencer added.

  • Materials were created through scripting.

  • low poly shapes were created and implemented.

  • Market place asset was used for player character.

  • SFX/VFX self made through Niagra system and Reaper audio tool.

  • AI pictures were utilized in Widgets.

  • UI created.

  • Audio was created for gameplay music.

  • NPC dialogue audio generated.

  1. In designing my level I forgot to use more spherical and rounded out shapes to mask the level to appear as if it was more natural and not man made. This appearance of man made would be suitable for a city but not a fantasy explorer.

  2. I used BP communications a little too much and over complicated some code.

  3. I did not create AI for my final product to immolate how I wanted enemies to react.

  4. Created a targeting code but somehow along the way of visual scripting it somehow deactivated itself, and I have yet to figure out issue.

  5. In level design or construction of any creation is important, and at the end my level design did not meet my own expectations.

  6. To recap, I made a playable level with few bugs and a not-so-great combat system. Focus is apparently not where it needed to be but at the end of the day, I can see this project grow.

  1. My primary mechanic and the research I conducted. I was able to expand upon a mechanic found in the teleporter. Not only did it work the way I intended it turned into an intricate part of my level.

  2. The design fits my target workspace and I was successful in designing the level without incident or delay and had zero fall through glitches.

  3. The level design met goals intended as I created one start and one end but connected three different paths.

  4. Created material that was not available within the software.

  5. Successfully did voice over and created special effects on my own with no outside resource. The same for the visual effects as well.

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