Shelley Manor
Third Person Puzzle
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Find your way through a puzzle-filled manor while barely dodging human eating monsters. You wake up in a dark room with one main objective: escape those sharpened teeth. However you shall not worry, you will meet friends along the way.
This is an educational project carried out by the members of Tiny Terrors Studio. My role in this job was as a designer. It was made in Unreal Engine 5.2.1
Trailer
Workflow
Concept and GDD
I wrote a complete GDD in which all the initial ideas proposed by the team within the game were described.
In this you can find points such as the description of the AI, the player mechanics, the objects in the world, the narrative, explained design theories (MDA, Tetrad, 8 kinds of fun, ...), and all the layouts with their respective flowcharts and beatcharst.
Layouts
In this phase, I also created all the plans of the mansion where the game takes place using software for architects (Cedreo).
Afterward, room by room I created layouts of each of the puzzles and the fight against Medusa, adding the appropriate flowcharts and beatcharts using Miro.
Blocking And Blockout
From the plans and layouts, I built the first version of the entire mansion in Unreal Engine using simple blocks and geometries. Here we start using Perforce as version control software.
I had great communication with my partners in the art department to propose the metrics of all the necessary pieces needed to make the blockout below. This is how placeholder pieces were generated for me while testing and building the levels. I use the Unreal Engine modeling tool.
Production
The entire group participated in creating a production plan in which we divided the work processes into concept, pre-production, production, and post-production.
We made numerous production documents and a large Excel document in which all the tasks we had to complete and their respective deadlines were expressed. We use Excel and Trello as our main tools.
Unreal Engine
In this project, we utilized Unreal Engine version 5.2.1 and incorporated several of its advanced technologies, including Nanite, Lumen, Level Streaming, and more.
During the blocking stage, I added and divided all the sublevels within the mansion to create streaming volumes. This was done most efficiently to ensure that sublevels seamlessly loaded without being visible prematurely, thereby optimizing game performance.
Additionally, I programmed all level functionalities using Blueprints.