Revna
In progress
Artwork of Revna by Stella Moosman, 3AM Studios
Getting Started…
Initial Concepting
Revna is a current, on-going project that I am working on with my game team 3AM Studios. We are a team at DigiPen of 17 people, comprised of a mixture of artists, designers, programmers, and an audio specialist. For this project, I am a co-producer, level designer, and user researcher.
For this game, our goals are to drive a strong narrative through the environment, art, and design of the game.
As Revna traverses through this magical Nordic forest, she will encounter foes, puzzles, and new sights. We are striving to combine simple but polished combat, puzzles, and storytelling into this experience.
For the game side of the project, I have been working with other designers to create level blockouts, and then collaborate with our artists and enemy programmer to test and iterate on those levels.
I have also been working on the puzzle elements of the game, to create and test those.
It starts with a dream.
Have you ever wished you could change the past?
Revna does, when tragedy befalls her family. Drowning in her loss, a new path opens to her in a dream.
Find the alter, prove yourself, and place your offerings before the Norns who control your fate.
Weekly Production / QA checklist for our team
What am I Working On?
For this game project, I am co—producing, and contributing to level design and user research.
On production side, I have been working heavily on scope management, task tracking, and collaborating with my other producer to keep the team and ourselves on track.
I have also taken a step into Quality Assurance for this project, working on weekly builds, QA checklists, bug reports, and smoke tests.
Level Concepting
For our levels, we are focusing on a few things — exploration, hidden puzzle elements within the environment, and spaces to have combat. Having all of these elements in a single space can be a challenge, but it is one we are up for.
Right now, iterating on level block outs and getting a vertical slice of the game are my top priorities.
For this, the other level designers and I have been creating a passing levels along for feedback and additions, and continuing to grow the game from there.
We have also begun doing art passes onto the levels, while have been creating a great idea for mood and getting a better picture of what we have created so far.
Since our first pass and concepts for the level layout and flow, we have since begun testing and then making it more interesting and in-line with our vision.
So what is next?
So far we have made good progress in getting our tutorial area fleshed out, and will be moving forward to each zone that Revna will visit within the forest and the strange spiral she’s found. More to come soon!