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Kaitlin Perry

Light Seeker - Final Presentation

After an 8-week break neck sprint, we've finally arrived at our final presentation! Please enjoy the slideshow from our final presentation and stay tuned for a launch date!

 

Welcome to Studio 38’s first event, featuring Light Seeker, our first original title!




Introducing, the Leads and the team of Studio 38!




Together as a team of 10, we created Light Seeker in just 8 weeks time! And now, we'd like to tell you a little more about it.



Here's a small recap about the game



As we developed our game, we established core pillars to guide our design and gameplay. These pillars were iterated over many times within the first 3 weeks to really drive home the base of our game.



To drive inspiration, these titles are the ones we looked to for ideas surrounding style, storyline, and lighting.



We worked on pre-production for roughly 2-3 weeks, researching and doing look-dev tests. After we confirmed our storyline, we started to flesh out our characters and environment design.


We created many sketches, and these are our final designs.





 

We designed two sets of mechanics: a set for Luna's abilities and a set for the Owl's abilities






[ Video of Luna's Abilities coming soon!]




 

The puzzles throughout the levels are indicated by runes (Sadness Level) and heat vents (Anger Level).



For our game design elements such as player guidance and UI, we decided to focus on having a light bar for the Owl's abilities, as well as a small quick guide to remind players what abilities are available to them. Player guidance is as subtle as small groups of fireflies and sounds, to giant beams of light in the sky.



 

Anger and Sadness are the main bosses of the game, each with a unique way to defeat them.


The Sadness boss is designed to represent the heaviness and weight of the emotion. The boss has smaller versions of itself that slow down Luna when she runs into them. *Spoiler Alert!* Luna must strategically navigate the minions, as the Owl can help Luna clear away the minions. When Luna reaches the big dam behind the boss, there are large boulders that can be cleared with the Owl's Flash mechanic. This releases the dam and all the water and emotion flows out freely, defeating the boss.

The Anger is a large animated rock sculpture, that is overflowing with lava and fire. He has large fists that Luna will have to avoid and a fire attack that will make embers appear on Luna if she gets too close. *Spoiler Alert!* Luna must use the Owl to break rocks that are blocking heat vents - these vents will then release air in the direction of the Anger boss and will cool him down. Once all the vents have been released, the Anger boss will be defeated.


 

At the beginning and end of the game, we have a cinematic to introduce and resolve the story. Due to the time constraint, we have the ending cinematic as a sketched animatic - with time, we will be fully animating the ending.




 

We made a few custom tiling textures in Substance Designer: Lava as well as mossy / muddy textures for our Sadness Level.






 

Going forward, the team will be working on polishing the game and working to release it Holiday 2021!


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