Creating a Massive Open World with intractable objectives and unique zones.
Creating a unique world that not only captures people's interest, but also gives them a familiar feeling.
Designing breathtaking scenery that makes you feel more engaged with the world.
My biggest goal is to grow as a designer, take critique and use it to further improve my skills.
BEFORE AND AFTER OVERVIEW
FINAL - OVERVIEW
PRE - PRODUCTION
GATHERING REFERENCE MATERIAL
I started my process by gathering inspiring images, so I could get a idea over what I wanted to make. The world was the most important part of this project, so I wanted to get it right.
Reference materials and source of inspiration was the beginning of this project.
My reference library largely consisted of images of landscapes from the game World of Warcraft.
GAMEPLAY REFERENCE MATERIAL
Because I wanted to make a dark souls open world game I had to study and understand what really makes the Souls games so good. The real challenge was to implement the experience in a open world and still make it interesting and feel like a souls game.
Keeping in mind core features like bonfires and upgrading stations with shops.
During the blockout phase I always try to pinpoint errors as it's the easiest time to make changes.
Although I try to pinpoint early in the process, I have no issues with making large changes further into the process as shown in the blockout pictures.
Most of this Gameplay is used from asset packs by Epic Game Store. I have modified and changed already existing systems and Blueprints.
The character has to explore the world in order to advance further through the main story. While exploring the player can find checkpoints along the way.
Enemy's populate the world to make it feel more alive and to make the player curious to explore and to lead them to more danger. They are also there to reward the player with loot and experience.
Enemy placement is in mind and important for the world design to work
LOOT AND REWARDS
In the world there is a lot of hidden and well-placed treasure chests that makes the player interested.
Rewarding the player for exploring is important and makes the world feel more alive.
To challenge the player and change up the gameplay bosses are placed after objectives and puzzles. When defeating the bosses you gain rewards that further improves your character.
When exploring the world players can find secret entrances that only opens after the player has completed different objectives, for example.
Activating lava orbs around a zone to trigger a event that opens a path in to the mountains.
TRADING AND MISSIONS
In the City there are merchants and shopkeepers that sell items and upgrades your gear for a fee. While exploring the city you can come upon mercenaries that hands out missions.
The world is big and has multiple paths. so I implemented a mount to shorten the time between objectives and interactive events.