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MEMENTO MORI

BY NUSTRALE STUDIO

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DESCRIPTION

During my first internship at Nustrale Studio, I've worked as a Tech Level Designer. It was an incredible experience, the team was really kind and teached me a lot.

Memento Mori is a difficult top-down A-RPG where a guild of adventurers explore a dangerous post-apocalyptic world where death is omnipresent.

On this projet I could work on the Level Design, documentation and code using blueprints and C++.​

My Roles:

  • I analysed and made documentation for the level design of the game and features.

  • I made the blockout for different levels and dungeons and iterate based on new features and feedbacks.

  • I implemented new features and create new one using C++ and blueprints.

  • I added juice and feedbacks to the combat

GENRE

A-RPG

DURATION

6 Months

GAME'S CONTEXT

In Memento Mori, a guild of adventurers enters a dangerous Spiral in a quest to regain their immortality. In this Spiral, when an adventurer dies, their knowledge is passed to the next one.

DOCUMENTATION

On this project I was in charge to do documentation on multiple features like:

-The map

-The level design of the vertical slice

-Combat design (especially analysing other game and how the health evolve during the game)

-A technical document about the rework of the weapon system

LEVEL DESIGN

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I also worked on the level design of the vertical slice. made a sketch and create a blockout based on it.

The level had multiple iteration. After each new features or playtest sessions, the level would be changed thanks to feedback and analysis.

Different iteration of the level through my internship

TECH

I also worked on a lot of features and element on the game. Thanks to my knowledge of blueprints I could quickly iterate and make changes.

I also discovered C++ with this projet, and at the end of my internship I know understand the correlation between the two systems.

I worked on different aspect of the game:

-The map (resize, drag, interaction and updates of pins)

-The level elements (bleed area, healing fountain, doors and levers)

-IA patrol (different movement like following a spline, roaming in an area, follow the player) using the StateStree of Unreal.

-Abilities (shield, charge, weapons)

-Ring of visibility when enemies are outside of the vision ring

-Various bugfix

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JUICE & FEEDBACKS

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I was also in charge to add feedback juice on the animations and enemies.

I implemented:

-Multiple VFX on enemies (Hit react, "bleed", weapon slash)

-Player's weapon VFX (trail)
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Knockback movement on enemies

-Hit reaction on enemies

-Changing cursor and outline on enemies

-Camera shake

-Freeze frame on impact

-Enemies's AOE on the floor

-Damage numbers

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