"The Abandoned Presence" is a solo-developed 2.5D side-scrolling Metroid-Vania game that delves into narrative concepts such as curiosity and escape. The storyline revolves around the protagonist, 'Zoey,' who finds herself trapped within the confines of an industrial city devoid of nature. The game unfolds as Zoey's curiosity drives her to explore beyond the city walls.

The game integrates real-time 3D open-source technologies such as Unreal Engine, alongside Adobe's Substance Painter and Blender. As a solo developer, I wanted to explore into various aspects of game development, including level design, world building, character designs, blueprint programming, environment lighting, concept sketches, and art styles for game environments.

Year- 2021-2023


Role- Solo-Developed project


Publication- Playable Demo available on Steam


Skills- Blueprint Programming, Envionment art, Character Design, blender 3d modelling, Substance Painter, Game assets, Unreal engine

World Building

Metroidvania game mechanics

Combat

Explorations

Initial Sketches

Environment Art

About World Building

The visuals of the old city are inspired by my own hometown, a place I have lived in all my life. I have attempted to use that as a context and have re-imagined that as a virtual world that sets the stage for the storyline of the game.

As we progress in the game, the environment explores a hierarchy of spaces such as streets to market areas to bridges. Due to movement restrictions of a 2.5d side scroller, the lighting techniques and the usage of a depth of field add to the experience of a larger world in the background.

Character Visualizations

Concept Sketches

Model-Prototype

Character Renders

Weapon Mechanics

The protagonist wields two weapons: a heavy wrench for high damage at the cost of stamina and a lighter rotator blade for faster, low-damage attacks. Collectibles like coins and flasks unlock enhanced combos and damage upgrades, while defeating enemies rewards money, enriching the in-game economy.

Early animations, damage to health ratio

Weapon Combo Animations-Wrench

Weapon Combo Animations-Blade

Wall Jumps and Wall Slides

Dash Movements

In-Game
Movements

The primary movements in the game are classic replications of those found in Metroidvania games, including dash-roll, double jump, wall slides, and wall jumps. These movements effectively invloves the game's world-building by encouraging physical interactions and usages with the environment.

Game UI

Camera tracking movement

IN game menus and upgrades

Weapon Tree System

Combat Mechanics

Game combat includes a hierarchy across three different key levels. The enemies on the first level are equipped with ground movement and light weapon damage. The second level of enemies includes both ground and in-air enemies, with the latter equipped for heavier damage infliction. Lastly, the third level introduces the final fight, requiring players to utilize swift movement abilities along with weapon damage infliction.

Debuggin weapon collisions

Character fights

Workflows

Texture Maps-Substance Painter

Weapon Implementation- Unreal engine