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
Early Concept Vision Diagram of Hub World and Surroundings
This early Level design overview diagram was made for Twine prototype. It shows the relationships of the hub world to the many areas the player can explore (three distinctive reefs and the drop-off danger zone). I created the concept and pitched the idea using many of these early diagrams.
Early Critical Path Gameplay Layout of Royal Reef Level
This early level design diagram indicates the possible player paths through the level with key item locations, obstacles, and combat zones detailed. This game a sense of the direction of play and Metroid Vania style suggested.
Puzzle Diagram with Screen Shot in Game.
This diagram was created to show the key puzzle concept to be created in one of the game's artifact rooms. It demonstrates the player using the thick weeds to avoid enemy fish on their path to reach the artifact. Puzzles were a key element to the level design of the game.
Puzzle Concept
A concept, (wheel puzzle) proposed for the game time did not permit exploring further.
Puzzle Concept
A concept puzzle (artifact match) proposed for the game, time did not permit exploring further.
Tutorial Level Design Game Play Diagram
This diagram shows the progression of the tutorial. A tutorial was created to orient the player and allow them to get used to swimming in the underwater free flowing environment and to teach the various mechanics.
Screen shots of key level design areas
These screen shots of the finished game demonstrate the concepts proposed in 3D space.
Screen shots of key level design areas
These screen shots of the finished game demonstrate the concepts proposed in 3D space.
Screen shots of key level design areas
These screen shots of the finished game demonstrate the concepts proposed in 3D space.
Screen shots of key level design areas
These screen shots of the finished game demonstrate the concepts proposed in 3D space.
Screen shots of key level design areas
These screen shots of the finished game demonstrate the concepts proposed in 3D space.
Screen shots of key level design areas
These screen shots of the finished game demonstrate the concepts proposed in 3D space.
Screen shots of key level design areas
These screen shots of the finished game demonstrate the concepts proposed in 3D space.
Screen shots of key level design areas
These screen shots of the finished game demonstrate the concepts proposed in 3D space.
Early Concept Vision Diagram of Hub World and Surroundings
This early Level design overview diagram was made for Twine prototype. It shows the relationships of the hub world to the many areas the player can explore (three distinctive reefs and the drop-off danger zone). I created the concept and pitched the idea using many of these early diagrams.
Early Critical Path Gameplay Layout of Royal Reef Level
This early level design diagram indicates the possible player paths through the level with key item locations, obstacles, and combat zones detailed. This game a sense of the direction of play and Metroid Vania style suggested.
Puzzle Diagram with Screen Shot in Game.
This diagram was created to show the key puzzle concept to be created in one of the game’s artifact rooms. It demonstrates the player using the thick weeds to avoid enemy fish on their path to reach the artifact. Puzzles were a key element to the level design of the game.
Puzzle Concept
A concept, (wheel puzzle) proposed for the game time did not permit exploring further.
Puzzle Concept
A concept puzzle (artifact match) proposed for the game, time did not permit exploring further.
Tutorial Level Design Game Play Diagram
This diagram shows the progression of the tutorial. A tutorial was created to orient the player and allow them to get used to swimming in the underwater free flowing environment and to teach the various mechanics.
Screen shots of key level design areas
These screen shots of the finished game demonstrate the concepts proposed in 3D space.
Screen shots of key level design areas
These screen shots of the finished game demonstrate the concepts proposed in 3D space.
Screen shots of key level design areas
These screen shots of the finished game demonstrate the concepts proposed in 3D space.
Screen shots of key level design areas
These screen shots of the finished game demonstrate the concepts proposed in 3D space.
Screen shots of key level design areas
These screen shots of the finished game demonstrate the concepts proposed in 3D space.
Screen shots of key level design areas
These screen shots of the finished game demonstrate the concepts proposed in 3D space.
Screen shots of key level design areas
These screen shots of the finished game demonstrate the concepts proposed in 3D space.
Screen shots of key level design areas
These screen shots of the finished game demonstrate the concepts proposed in 3D space.
Concept and Concept Art
Enemy Fish Concepts - Designed and illustrated by Ken Stevens
These three concept drawings, the Baratuna (top-left), Angler-eye (bottom-left) and Grum chum (right), were the initial spark that began the Finned Folk into the Emptiness project. They were deigned and illustrated using Adobe illustrator and Photoshop. The Baratuna was added to the final design game.
Character Concept - Designed and illustrated by Ken Stevens
In the initial pitch for the game concept, I designed this quick early concept to give the audience a visual idea of the type of world and inhabitants I was envisioning with the Finned Folk into the Emptiness game.
Character Concept - Designed and illustrated by Ken Stevens
In the initial pitch for the game concept, I designed this quick early concept to give the audience a visual idea of the type of world and inhabitants I was envisioning with the Finned Folk into the Emptiness game.
Character Concept - Designed and illustrated by Ken Stevens
In the initial pitch for the game concept, I designed this quick early concept to give the audience a visual idea of the type of world and inhabitants I was envisioning with the Finned Folk into the Emptiness game.
Early Environment Concept- Designed and illustrated by Ken Stevens
Finned Folk into the Emptiness was set in a futuristic, alien environment. This concept was created to demonstrate this underwater setting for the game.
Stamina fish - Designed and illustrated by Ken Stevens Modeled by Westley Le Donne
Collectable fish are present through-out the game. I designed three versions, stamina, health, and stealth that the player could collect. This is the original concept compared with the final model in the game.
Eelectric - Concept Designed and illustrated by Ken Stevens modeled by Westley Le Donne
This enemy concept was created to add a sentry in the game. The eel was intended to be stationary with a shock attack. Final in game model comparison.
Coral- Designed and illustrated by Ken Stevens Modeled by Westley Le Donne
Material collectable - This material was collectable to later upgrade to enhance your weaponry. This is the comparison to designed concept to the model in the game.
Grobo the Great- Designed and illustrated by Ken Stevens Modeled by Westley Le Donne
This character was another concept developed for the Game Design Document. He appeared in the level and is shown here compared to the modeled version.
Grobo the Great- Designed and illustrated by Ken Stevens Modeled by Westley Le Donne
This character was another concept developed for the Game Design Document. He appeared in the level and is shown here compared to the modeled version.
Cut scene still image- Designed and illustrated by Ken Stevens
Drawn to give the player context and provide background information. They told the story of the world's past. They were created to give the feeling of an ancient scroll-style cave drawing.
Cut scene still image- Designed and illustrated by Ken Stevens
Drawn to give the player context and provide background information. They told the story of the world's past. They were created to give the feeling of an ancient scroll-style cave drawing.
Enemy Fish Concepts - Designed and illustrated by Ken Stevens
These three concept drawings, the Baratuna (top-left), Angler-eye (bottom-left) and Grum chum (right), were the initial spark that began the Finned Folk into the Emptiness project. They were deigned and illustrated using Adobe illustrator and Photoshop. The Baratuna was added to the final design game.
Character Concept - Designed and illustrated by Ken Stevens
In the initial pitch for the game concept, I designed this quick early concept to give the audience a visual idea of the type of world and inhabitants I was envisioning with the Finned Folk into the Emptiness game.
Character Concept - Designed and illustrated by Ken Stevens
In the initial pitch for the game concept, I designed this quick early concept to give the audience a visual idea of the type of world and inhabitants I was envisioning with the Finned Folk into the Emptiness game.
Character Concept - Designed and illustrated by Ken Stevens
In the initial pitch for the game concept, I designed this quick early concept to give the audience a visual idea of the type of world and inhabitants I was envisioning with the Finned Folk into the Emptiness game.
Early Environment Concept- Designed and illustrated by Ken Stevens
Finned Folk into the Emptiness was set in a futuristic, alien environment. This concept was created to demonstrate this underwater setting for the game.
Stamina fish - Designed and illustrated by Ken Stevens Modeled by Westley Le Donne
Collectable fish are present through-out the game. I designed three versions, stamina, health, and stealth that the player could collect. This is the original concept compared with the final model in the game.
Eelectric - Concept Designed and illustrated by Ken Stevens modeled by Westley Le Donne
This enemy concept was created to add a sentry in the game. The eel was intended to be stationary with a shock attack. Final in game model comparison.
Coral- Designed and illustrated by Ken Stevens Modeled by Westley Le Donne
Material collectable - This material was collectable to later upgrade to enhance your weaponry. This is the comparison to designed concept to the model in the game.
Grobo the Great- Designed and illustrated by Ken Stevens Modeled by Westley Le Donne
This character was another concept developed for the Game Design Document. He appeared in the level and is shown here compared to the modeled version.
Grobo the Great- Designed and illustrated by Ken Stevens Modeled by Westley Le Donne
This character was another concept developed for the Game Design Document. He appeared in the level and is shown here compared to the modeled version.
Cut scene still image- Designed and illustrated by Ken Stevens
Drawn to give the player context and provide background information. They told the story of the world's past. They were created to give the feeling of an ancient scroll-style cave drawing.
Cut scene still image- Designed and illustrated by Ken Stevens
Drawn to give the player context and provide background information. They told the story of the world's past. They were created to give the feeling of an ancient scroll-style cave drawing.
User Interface Art and Design
Main Menu Screen
Each of these UI elements were designed and create by me as part of the Finned Folk Capstone project. They all were used in the final game execution.
Fish Journal Screen
Each of these UI elements were designed and create by me as part of the Finned Folk Capstone project. They all were used in the final game execution.
Collection Screen ( concept )
Each of these UI elements were designed and create by me as part of the Finned Folk Capstone project. They all were used in the final game execution.
Equipment Menu
Each of these UI elements were designed and create by me as part of the Finned Folk Capstone project. They all were used in the final game execution.
Animated Stamina UI Icon
Each of these UI elements were designed and create by me as part of the Finned Folk Capstone project. They all were used in the final game execution.
Health UI Icon
Each of these UI elements were designed and create by me as part of the Finned Folk Capstone project. They all were used in the final game execution.
Main Menu Screen
Each of these UI elements were designed and create by me as part of the Finned Folk Capstone project. They all were used in the final game execution.
Fish Journal Screen
Each of these UI elements were designed and create by me as part of the Finned Folk Capstone project. They all were used in the final game execution.
Collection Screen ( concept )
Each of these UI elements were designed and create by me as part of the Finned Folk Capstone project. They all were used in the final game execution.
Equipment Menu
Each of these UI elements were designed and create by me as part of the Finned Folk Capstone project. They all were used in the final game execution.
Animated Stamina UI Icon
Each of these UI elements were designed and create by me as part of the Finned Folk Capstone project. They all were used in the final game execution.
Health UI Icon
Each of these UI elements were designed and create by me as part of the Finned Folk Capstone project. They all were used in the final game execution.