Finned Folk: Into the Emptiness provides a unique Action adventure exploratory stealth-combat experience in a vibrant underwater environment.



Game story description:

Long ago, a meteor hit the planet Lunomia, fracturing off a piece of the land, sinking it to the depths of the ocean. This is where the Coral Sphere formed, home to the finned folk. For many years, they built their community, fish were plentiful and the finned folk were happy. As the years passed, their home and food supply became threatened by sea monsters who inhabit the area outside the sphere, the Emptiness. You as the brave young hero, have chosen to explore the Emptiness to find new fishing grounds and help save the finned folk and your world. On your journey, you meet interesting characters, discover treasures, new species of fish and find the courage to battle the legendary beasts of the ocean.

ABOUT THE GAME

Finned Folk: Into the Emptiness was chosen as one of the five concepts to be developed into a slice of a game as the final semester project (capstone) for the 2022 Sheridan Game Level Design and Game Development Advanced Programming post-graduate certificate programs. Each student submitted a concept and the group voted on which concept should move forward. Of the over 25 concepts submitted, five were selected to move forward. I was excited that my submission was chosen to become the game slice developed. The project was extensive starting with the creation of a story and characters and presenting a pitch video and executive summary a pitch video for the selection process and then when the team was selected, we created a GDD, LDD, and finally creating the game slice in Unity. We used git hub as our version control.



MY WORK

Finned Folk into the Emptiness was my capstone project for the Post-Graduate Level Design Program with Sheridan College. My pitch was chosen by the class to be one of the 5 concepts that moved forward. From its original concepts, our team of five members developed the final game. The team included two level design students (myself and one other Level designer), two programmer students (from the programming post-graduate program), and a hired summer student artist (Sheridan animation program).

During the game creation process, I was responsible for most of the level design including creating the LDD, contributing to the GDD and designed the maps diagrams, documents, and advertising pitches. When designing the game, I created the puzzles, pathways, grey boxed, and created the UI art. I did receive some assistance on level design from the programmer on the team as the other level designer was unavailable for most of the project. As part of the original concept pitch, I also provided several 2D concept art pieces as references/brainstorming to the artist to create the 3D versions. I had developed the story and the overall character concepts, included the main player and supporting characters, enemies and collectables as part of the original pitch. I also took on some 3D modeling and texturing when the artist gained another position along with the level design and UI responsibilities. I hope you enjoy the final project we were very proud of what we could accomplish in eight weeks.

Level Design

Concept and Concept Art


User Interface Art and Design


ScreenShots