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Cursebreaker: Bringer of Death

2023 · Team project at KPU · 10 weeks · Unreal Engine 5

Action RPG / Hack and Slash · Level Design, Combat Spaces, Set Dressing, Lighting

A dirt path winding between low-poly canyon walls, lit by sunlight from above.

A fantasy action-RPG level with souls-like combat, made with my team for our final-term project in the Advanced Game Design course at Kwantlen Polytechnic University (KPU). My goal was a memorable level that unveils new abilities as players progress and draws them into a captivating story.

My part: level design, combat spaces and lighting. I also helped with the post-process materials and the game design.

Gameplay

Combat spaces

It's a hack-and-slash fest that pushes players into fights, but the combat spaces reward diverse strategies: vantage points, hidden traps and secret healing items all give players options.

Platforming areas

Platforming is the main way to traverse the entire map. There are hidden areas and vantage points that can only be reached by platforming.

In the level

The outline post-process shader's material graph in Unreal Engine.
Outline shader material graph.
Spike traps hidden in the ground under a fungus material.
Spike traps use a fungus material to blend into the environment.
A combat arena with several enemies and traps.
Combat arenas mix multiple enemies with traps.
An undead enemy stands among bones in a grassy canyon, beside a glowing green lantern.
A sunlit sandy path through the Cliffs, passing wooden supports toward a glowing marker.
The Golem Temple: a stone altar above a blue pool, lit by green lights in a dark canyon.