Summary
Project Breakdown
Group Project - 12 weeks, halftime
Top down perspective
Action RPG (ARPG)
Created in our own engine “Spare Parts”
Procedural Art
Axel Skald Ljungblom
Marcus Mellström
Art
Tim Blom
Matilda Ellow
Xander Jemide
Bethan Parsons
Sound Design
Moltas Björklund
Jorge Campusano
Martin Cervell
Music
Ragnar Helgi Halldórsson
Level Design
Sofia Eriksson
Alva Liljekvist
Elvin Scheffold
Programming
Jacob Ahnstedt
John Lundström
Zakk Norman
Sebastian Hoikkaniemi
Viktor Junell
Oscar Andersson
Narrative
A peaceful mountain is overtaken when the greedy Water Dragon deceives the people with promises of fortune, only to enslave them, demanding their riches and transforming those who resist into mindless fish monsters.
As the village falls into despair, a monk sets out to uncover the truth behind the dragon’s cruelty and save his people. Along his journey, he absorbs the spirits of those he frees, ascending to a god-like state that empowers him to liberate their souls and ultimately confront the Water Dragon at the mountain’s summit.
Gameplay
Drawing inspiration from classic Diablo-style gameplay, this top-down experience centers on a fast-paced combat loop that blends standard attacks with more powerful abilities. Basic attacks build Spirit, which is then spent to unleash stronger moves, creating a fluid and engaging
rhythm in combat.The player traverses a damp, decaying village and ascends a jagged, ruined mountain, ultimately reaching the snowy peak where the
Water Dragon nests.
My Contributions
Designed the game’s final level, including overall structure and player experience
Defined the player’s set of abilities to support gameplay depth and progression
Designed the boss encounter, including the arena layout and core mechanics
Balanced gameplay, including player and enemy stats
Level- and tech Design Pipeline
For this project, I began by prototyping and designing player abilities in Unreal Engine 5 to establish the core gameplay flow and give the team a clear vision of how the game would function. This prototype later served as a gameplay template as we moved on to building and testing level designs within the engine.
I then created a top-down map for the final level, which were then implemented in Unreal Engine for playtesting using the established template. Once the layout was refined, it was transferred into our custom engine for further development.