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Ivorfall

  This is my undergraduate capstone project at the University of Utah, a fast-paced 3D isometric twin-stick shooter game.

  The core gameplay features are real-time weapon modular combinations and environment destruction elements.

  In this steampunk town, you play as a fallen ex-officer who employs unconventional methods to overthrow the new mayor Raven's control over the Ivorfall.

  The game is currently available on STEAM and EPIC GAMES

STEAM:https://store.steampowered.com/app/2901040/Ivorfall/
EPIC:https://store.epicgames.com/en-US/p/ivorfall-5a38c0

  In this project, my roles are:
Gameplay design, Enemy design, Audio asset recording/editing, Narrative design.

My duties included:

  • Design basic gameplay loop and mechanics

  • Design & iterate enemy design with system designer (mechanic)

  • Voice dialogue production (Directing, Recording, Editing)

  • Cutscene camera set up

  • In-Engine sequence editing

Work Screenshot

Dev log

- Gameplay Design
  In the early stages of the project, I collaborated with other designers and the vision holder to design and establish the core gameplay mechanics, which revolve around the combanation of weapons and modules. Also decided on the level design principle as the circular arena.

- Enemy Design
  After we confirmed the basic gameplay, I was responsible for the enemy design. I redacted every enemy design document with the system designer in my group, including mechanic design, AI Behavior Tree design, and animation reference, assets requirement, etc.

Document/Draft

  What's funny is, that our 3D artist just built and showed off the Final boss Raven's model without any concept art and design ideas.

  Then it directly becomes the reference version of Raven because it looks so good. As a result, Raven's every mechanics and narrative are all designed based on that 1st version model.

- Dialogue directing + recording + editing
  After I finished the enemy on-paper design, I joined the narrative design team while keeping in touch with the programmers and art group who working on the enemy production to keep up with the progress.
  We contacted professors and students in the acting department and invited them to participate in the voice work of the game. As the assistant to the dubbing director, I was responsible for the dubbing guidance and completed the recording and editing of all audio assets.

Audio Files↑
←Studio

- Cutscene Production 
  We started working on the cutscenes after we recorded all the dialogues. With other narrative and animation group, we created all the in-game cutscenes from the script. I edited all cut-scene sequences in engine and exported every required clips for pre-rendering.

In-engine sequence editing

Storyboard by writer and my In-engine work

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