Trial
The night parade
Platform: Pc
Engine: Unity
Production time: 7 Weeks.
Team: 10
Trial is a local co-op game where you play together with your friend experience a top-down multiplayer action RPG in a traditional Japanese setting. You’ll have to work together. Fight alongside each other, and should one fall, the other may resurrect their friend from the dead to continue to fight through the city.
As one of the challenges for this project was Sandbox elements, we added consequences to low team work such as friendly fire and limitation of movement if you did not keep together.
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Personal Contribution
In this project I worked as a Level Designer with a main focus on the second district of the city and the introduction area and planned the city’s layout and pacing with another level designer so that we could keep the levels cohesive.
We had a few cut scenes in the game which I made through the Unity’s Animation system to place and play cameras and animations. Some cut scenes were made better through playing a recorded clip while some were in-game scenes
Tutorial Level
The Tutorial Level is very linear and divided in 3 sections, this is the temple where the monks live.


1. In the first section, they get to pick up their weapons floating in front of them, they can explore the smaller area. In order to progress they need to cooperate and hit the gong-gongs in sync with each other to open the gate.
I placed the weapons in front of the players and gong-gongs in a straight line ahead of them to guide them towards the weapon and gongs. Would they explore the area they would find it empty. The gongs are lit up and gives a sound, animation and VFX to give a reaction to being interacted with.
2. The training dummies in the second area has a bubble with instructions of the controls for the different attacks and dodges for the player to explore against the dummies. It’s a simple prompt that does not force or stop the player from their progress in the game but leaves it open for investigation.
I made this area wider with multiple targets which often made users spread out to more efficiently take out the multiple enemies. When they separated they would notice the camera zoom allowing them to explore more by zooming out.
As the dummies doesn’t die and there is no threat, they can progress to a gate where the enemies, Yokais are waiting.


3. The Yokais can not exit the fenced area, thus if the players would not approach the enemies they would still be fine.
I chose to have this area wider so that if the players hadn’t realized that the camera reacted by zooming out when they were further apart, the Gong-Gongs distance would make them see it. A healing shrine awaits right after the fenced area with the enemies to first introduce its purpose.
Garden level
Fire vs Ice puzzle
In the main level, I mainly designed the second district which is marked with pink on the map bellow.
I used warmer colors with cherry blossom trees, gardens and a market to distance the area from the third district that used colder hues with stone walls and overgrown green vegetation. The area has a puzzle with braziers that need to be lit with fire to open the gates, much like the gong-gongs that has been used to far. The placement is the same with the gong-gong to be recognize its patterns and relation to the gate. To light the braziers, the players has to find a torch. In this area, fire is important to defeat the Yuki Onna (Snow Lady) Yokai that has taken over the Market-Place. The yokais will try to kill the fire and chase after the torch.
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1. Town Square, easier enemies and the players finds the main objectives of the game.
2. Smaller garden with the first torch and gate with brazier.
3. More difficult enemies, they will chase the player with the torch.
4. The market, larger, difficult area where Snow Ladies spawns after the first brazier is lit.
5. Cherry Blossom Garden, the reward area for the players.
