"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