Cursebreaker: Bringer of Death

Outline Shader Post Process Material with several customizable parameters to get desired result

Material Graph for an Outline Shader

Material Graph for an Outline Shader

Spike traps located around the map with mushroom fungi material to blend with the environment

Spike traps located around the map with mushroom fungi material to blend with the environment

Create a full world with next landmarks visible from an elevated view

Create a full world with next landmarks visible from an elevated view

Combat Areas with multiple enemies and traps

Combat Areas with multiple enemies and traps

Level layout for a fantasy, action RPG game with souls-like combat. This was done for my final term project for the Advanced Game Design course from KPU(Kwantlen Polytechnic University)
While designing the level, my main objectives were:
1. To make it memorable for players, unveiling different abilities
2. To Engaging them in a captivating story
3. To get more familiar with single player action platformers
4. To achieve a good grip over the entire level design workflow; from documentation to blockout to set dressing.

I also wrote a blog that covers some more detail about the entire process:
https://www.artstation.com/blogs/nicholasjohn/3ZZpN/cursebreaker2-level-design

Feedback is highly appreciated.