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Samsara - Infinity27 Contract

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Platform: Windows PC

Engine: Unreal Engine 5

Language: Blueprints

Tools Used:  Unity Engine, Hansoft, Perforce, Miro

Duration6 months

Completion: To be released

Role: Level Design, Technical Design, Narrative Design

Overview: 

Samsara is a souls-like developed by game studio and Unreal Authorised Training Centre Infinity27. During my time with I27 I was immersed in full scale game production being taught the intricacies of level design (from block-out to art and lighting) alongside thoughtfully complex narrative design (creating an accompanying quest, NPC's, and dialogue).

Achieving success with my training I was contracted to complete the level design and integrate it into the main development branch of the project. 

Project Design Goals:

  • Create a well paced level that captures the players attention and drives tension to a climactic pay off 

  • Create a thoughtful story that would have the player reflect on their actions as they progressed deeper into the level

  • Utilise UE5 blueprinting to create bespoke set pieces to further drive narrative and level design goals

Level Screenshots

Gameplay Video

Miro Board

Detailed Level Info

LoFi Map

LOFI FTS MAP.PNG

Critical Path

1 - Cave opening, the player can walk past hearing the cries of Preta in area 2
2 - In this small offshoot cave the withered Preta can be found curled up covered in rags, high above an opening is covered in dead branches and icicles (this opens from area 12)
3 - A light platforming section raises the elevation progresively towards the back of this cavern towards area 4
4 - Around the corner await ambushing Tyriags, on the northen wall from them arrows can be seen shot into the walls indicating the ambush presence. This ambush can be dealt with in 3 ways, climbing up and over to the opening to get behind the ambushers (4a), or taking the path around (5).
5 - this narrow walkway over a pit past the ambushers directs the players eye directly to area 6
6 - This is the palisade gate that blocks the way to the main camp through which a combat encounter exists for the player to overcome
7 - through a birth canal area the game directs the players view to the dominant of the scene the ice falls (area 10), this platform is raised from the floor of the main atrium about halfway to the ceiling simultaneously giving the player view over the area they are to travers whilst also leaving the player in awe of the giant dominant. The beauty of which evokes the idea that the Tyriags here have it good (whereas they are really just hiding in a cave that happens to look nice, the large ceilings and openings in the roof in fact worsen their odds against temperature)
8 - The main atrium for the cavern which hosts tents and fire pits where Tyrigs hope to keep warm
9 - Offshoot caverns fingers that serve a multitude of funtions

- Giving the player somewhere to explore
- Rewarding the player with health items
- These areas are set dressed to appear as sleeping areas with bedrolls, notes on the floor - can be used to deliver story to the player
- An area within is an infirmary of sorts where the old and the sick are taken care of (it is empty however)

10 - The Climax of combat for the level takes place behind the giant ice falls high above the caverns lowest floor, where the tribe leader fights the player
11 - this area is the Tyriag horde, within the player will find the quest food as well as cowering elderly and sick Tyriags that move away from the player on approach
12 - moving through the horde the player exits onto a bridge-esqe platform that overlooks the cave so they might reflect on their actions, further on a (return) tunnel drops the player back to area 2 to complete the quest by conversing with the Preta

Narrative

Story Summary

A desperate plea for food unravels into grave moral choices as the player discovers that both charity and theft carry dire consequences.

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Hook

The player exploring nearby is able to hear audible crying from outside a cave. Upon investigation discovers a withered Preta curled up on the ground, covered in loose rags trying to stay warm.

This Preta doesn't attack the player like most but rather keeps to themselves not acknowledging the players presence. This should intrigue the player to approach where they can then be spoken to.

The player learns from the preta that they are hungry and experiencing great suffering, they've seen a group of Tyriags hoarding all the food, taking and stashing it in their encampment further into the cave.

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Ending

The quest can end in 3 major ways:

The player doesn’t bring food to the Preta

  • They will never learn of its insatiable need and can progress other areas of the game

  • The quest will remain available to complete if the player returns, having changed their mind

The player brings food to the Preta

  • Upon feeding it the Preta with food they will request more - incapable of ever being sated

  • What is mercy for the Preta:

  • The player will be given the option in dialogue to end the Preta's suffering by killing it

  • The player must choose what to do

  • They could attempt to find more food / perhaps taking more from the stash

  • They can mercifully kill the Preta to end its suffering and move it forward in the cycle of Samsara

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Design Goals

Moral Dilemma

  • Is it right to steal from those who have plenty to give to those who do not

  • Upon feeding the Preta with food they will request more - incapable of ever being sated.

  • The player will be confronted with the choice to end the Preta's suffering by killing it.

  • What is morally right:        

  • Killing a suffering creature with no hope of recovering?

  • Leaving it to suffer and die of its own accord?

  • Does the player have the right to decide what mercy is?

Player Motivations & Emotional Journey

  • Doing the 'right' thing - attempting to distribute food to those who need it

  • Create fairness through this 'robin hood' activity

  • A more uncompassionate play style may see the potential loot within the dungeon as their reward

Emotions:

  • Righteousness - distributing food in a ‘robin hood-esque’ adventure

  • Regret - upon learning the Tyriags were hoarding food to care for their elderly and ill

  • Duḥkha - suffering, unease - anxiety driven in the player through having to make such difficult decisions. Having previously thought they were being righteous and just only to be shown they were ignorant of the wider circumstance, how will they respond to being given yet another choice of such magnitude. Is it 'right' for them to decide what mercy is?

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Characters

Character Name - Tseringwa

  • Character Summary: A starving preta bitter and resentful of the hoarding tiryags, requests the aid of the player to find them food. Their insatiable hunger makes this an impossible task however.

  • Backstory: Having wandered the barren landscapes of Viratdeha unable to find food they came across a cave to take refuge in. Weak and weary they were unable to muster the strength to explore further in and made rest in a small corner of the entrance to the cavern. Each day they would see a tribe of Tyriags leave from further in the cave only to return with food more than they should need. Knowing it was them who had cleared the local area of all bounty, they grew bitter and resentful only to never be able to act on those feelings due to how weak they had grown.

  • Motivations: Their innate insatiable hunger as a Preta

  • Character Arc: They start off as desperate and weak begging the player for help in finding food, upon receiving this aid where the player would expect a change in their character they simply remain suffering with insatiable hunger. This shifts the character arc onto the players psychology, as they must come to terms with what they have had to do in order to aid this Preta, now seeing no change in their circumstance.

  • Character Traits:

  • Hunger

  • Weakness

  • Desperation

  • Suffering

  • Bitterness

  • Resentful

  • Duḥkha

  • Relationships:

  • None

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Character Name - Zopa

  • Character Summary: An infirm Tiryiag who resides within the cave, they are but one of many within their tribe struggling to hold on in the harsh conditions of Viratdeha

  • Backstory: Their tribe resides within the cave that the level takes place in seeking any shelter from the devastating blizzard outside. Their tribe gathers as much food as they can from the surrounding environment to care for him and others like him.

  • Motivations: Survival, self defense

  • Character Arc: They start off afraid of the player character, as to reach him you must tear your way through their camp, depending on dialogue (if the player accuses them of hoarding resources) they will rebuke the player, informing them of the dire state of their tribes sick and elderly. This hopes to drive the core themes of Duḥkha within the quest. Knowing their situation however they dont resort to violence against the player who would have already defeated their chief instead simply requesting they leave food for what's left of the tribe.

  • Character Traits:

  • Weakness

  • Desperation

  • Suffering

  • Duḥkha

  • Relationships:

  • Gratitude to the tribe

 

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