Project title: Dawn
Engine: Unreal Engine 4 Development: 24 weeks Team size: 18 developers |
Dawn is an atmospheric platformer focused on growing vines and finding flowers. The player guide a druidic spirit called Ash through an immersive environment to bring life and light back to the giant dead tree. The game focuses on Ash's abilities to grow vines to create new paths and activate objects (some hidden).
|
|
Environment concepts
After the inital concept was changed, the giant tree in the middle of the world that represents the final goal was the only thing grounded early on. It was diffiicult to concept the levels without context in the early stages so a lot of concepts were scrapped. The art style evolved through different stages, from a watercolor painterly style, to a Legend of Zelda: Breath of the Wild inspired palette, and settled on a mix between both.
|
Gameplay element concepts
The game revolves around growing vines and plants, so I created storyboards to show the growth of the vines for the level designers to develop levels around. There was difficulty in concepting architecture that would fit in a world that did not have civilization. In the end, we went for a druid-built world with runes and clutter formed from stone.
|
|