Summary


Project Breakdown

  • Group Project - 7 weeks, halftime

  • Top down perspective

  • Action RPG (ARPG)

  • Created in The Game Engine

Narrative

"We are born from tears, and into blood we weep."

You awaken in a rain-soaked graveyard, weak, alone, and aching with a hunger you do not yet understand. Guided by a mysterious noblewoman and drawn by the scent of blood, you wander the forsaken city of Lornwick in search of a cure for a curse you never asked for.

But the truth may lie only in the blood you spill.

Art
Xander Jemide
Siri Hellman
William Widvall
Alexander Gräsgårds


Voice Actors
Saga Wahlström
Max Pringle


Music
Beneath the Church by Jo Wandrini
Godsend by Johannes Bornlöf
Hecatomb by Jo Wandrini
Medusa by Jo Wandrini
The Mysterious Cave by Ruiqi Zhao

SFX
Epidemic Sound

Level Design
Clara Dahl
Alva Liljekvist
William Chung

Programming
Nils Ek
John Lundström
Johan Wetterin
Charlie Petersen
Edvin Nordangård
Madeleine Wahlstedt


Procedural Art
Sonya Nilsson
Robin Ekström
Leonardo Grothe

Gameplay

  • Lachryma is a top-down narrative action-adventure game where you play as a newly turned vampire, unraveling the mystery behind your death, transformation, and those who condemned you.

  • Armed with a sword and pistol, and driven by a growing thirst for blood, you navigate the twisting and intertwining streets of Lornwick in search of a cure. Along the way, you interact with townsfolk through fully voiced dialogue, uncovering the city’s hidden secrets.

My Contributions

  • Designed the game’s interconnected world, the City of Lornwick

  • Designed the first level and co-designed the second level

  • Created level art and handled environmental set dressing

  • Wrote and directed the game’s narrative, including dialogue scripting, and directed voice actors

  • Sound design and built the Wwise project for audio implementation

  • Project Coordinator


Level Design Pipeline

For this project, I began by prototyping and designing the interconnected world, establishing key sightlines and landmarks to shape the City of Lornwick. The first level was initially built in Unreal Engine 5, then later translated into the in-house game engine once production-ready assets became available.

Unreal Engine Blockout

The Game Engine Blockout


The Interconnected city of Lornwick

After the levels were fully blocked out in The Game Engine, I focused on set dressing and visually connecting the two city-based levels. This included establishing clear sightlines, creating level loops between areas, and designing cohesive vistas. A key goal was to ensure players could recognize previously explored locations from new perspectives, as well as glimpse areas they would visit later.

To support this, each level was oriented toward the other, reinforcing a sense of spatial continuity. Because the collision system required levels to be constructed on a grid, I angled the vistas by approximately 20 degrees. This subtle adjustment helped break the perception of a rigid grid, making the city feel more organic and believable. For example, when viewing the second level from the first, its angled presentation enhances the illusion of a naturally built environment.

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Blade of Will