Duncan & The Wisp
DUNCAN & THE WISP
PLATFORM: Windows PC
ENGINE: Unity3D
LANGUAGE: C#
TOOLS USED: Unity3D, Visual Studio, Maya, Adobe Audition
DURATION: 4 Months
COMPLETION: 2019
TEAM SIZE: 6
ROLE: Concept, Narrative Design, Combat Design, Prop and texture placement, Environment Art Design, Lighting, Dialog Scripting, Level Design, Gameplay Scripting, Event Scripting, VFX Artist, Audio Scripting/Editing, UI/UX Design
OVERVIEW
In Duncan & The Wisp, you play as Duncan who is sent on an ordinary errand but soon discovers a mysterious and imminent danger about to plague his world! Accompanied by your friend Wisp in this Top Down Point-and-Click Action/Adventure game, you must travel through multiple dungeons and reunite the elemental gems to the Staff of Ancients and banish The Shadow! Help Duncan succeed in his journey by using multiple elemental attacks, summons, and abilities!
PLAY DUNCAN & THE WISP ON STEAM TODAY!
DEVELOPMENT LOG
For a deeper dive into the development process of Duncan & The Wisp, I documented development stories outlining every month and milestone of work so you can understand the why and how’s behind my design choices. Accompanied with these development stories are videos giving an overview of each month and milestone.
Features I designed and built for Duncan & The Wisp:
GAME & LEVEL DESIGN
Narrative Design (story, characters, locations and dialogue scripts)
Intro splash screen and loading screens
Isometric level design, prototyping and construction (Village, Cave of Ancients and Shadow levels)
Level pacing
Environment art design (prop placement/set dressing/color palette/textures/etc)
Combat encounters (enemy waves and placement)
VFX Design (mouse click effects, combat impact, abilities, environmental effects)
Decoration and lighting
Sound design including music/ambiance and editing
Main menu design (camera transitions, music and sound effects)
Design player companion (Wisp)
Hundreds of game bug fixing!
SCRIPTING
Player click-to-move mechanic (player rotation speed and dead-zone on player location)
Isometric camera
Audio and Music manager
Outline intractable objects on mouse hover (enemies, crystals and barrels)
Prototyping, testing and iterating upon mechanics
Player combat (melee attack and projectile attack)
Scripted AI functionality for player companion (Wisp) to identify items of importance and evade when Player is attacking enemies
Player abilities (healing and dashing)
Narrative System (dialog pop-up boxes)
Camera Shakes
Main menu camera transitions
Menu button functionality (menu transitions, sound/music volume sliders, etc)
Scripted events such as cave ins and mountain collapse
On-screen tutorial cues and contextual hints when near objects