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A Lantern In The Dark

A Lantern In The Dark is an isometric action game that tells the redemption story of the squire of a group of heroes that needs to face the darkness to escape from a hostile keep, with the help of a magic lantern
 
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Play the game!

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GitHub Page

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Game Design Document

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Dialogue and Tutorial Doc.

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Lore Document

Gameplay Pillars

Dark Vs. Light

The main character is surrounded by the darkness of an obscure keep.

The only light source on which he can rely is the magic lantern.

It illuminates the area around him, giving the glimmer of hope he needs

Fight the Necromancer Army

The character, after being survived an ambush by the skeleton army of the Necromancer, must escape from the keep of the Necromancer

He will fight again them to find a way to exit and avenge his fallen friends.

Explore the keep

The darkness of the keep hides secrets and hints about the past of the keep.

Before the arrival of the Necromancer, there was life in the keep and the  player can find reminiscences of it exploring the map

Project overview

The game is a Team Project done during the DBGA Online Blended Course developed by the Necomancers team, a group of students composed of 2 game designers (including me) and 4 game programmers to create an entire 3D game. 
In this project, I also took the role of Project Manager doing all the organizational work for the members of the team.
This game has been made in 4 months of hard work and by going through all the steps of the game's development. 

My contributions to the game

I actively contribute to the creation of the game in the following way:
  • Project Managing:
    • Created and managed the ​appropriate Discord server for the team.
    • Created and managed the appropriate Trello board and organized the tasks for the members of the team.
    • Writing weekly reports with the indication of the tasks done by the members of the team in that particular week.
  • Game Ideation: 
    • Contribution to the Ideation and Convergence session for the concept of the game​.
    • Ideation of the main mechanics of the game.
    • Ideation of the light's abilities and their visualization on screen 
    • Ideation of the game narrative, dialogue, and tutorialization elements.
    • Ideation of the Level Design of the various areas of the game 
    • Ideation of the User Interface's design.
  • Game Development:​
    • Playtesting and fine-tuning of:
      • Player character and enemies movements 
      • Combat system:
        • For the character player:
          • Attack, roll, and parry speed​.
          • Attack output damage.
          • Health points for the player
        • For the melee enemy​
          • Attack speed​
          • Attack damage 
          • Vfx addition to making the parry timing more understandable for the player
          • Health points
          • Range of awareness
        • For the ranged enemy:​
          • Attack speed​
          • Range of the arrow
          • Range of awareness
    • Design, playtesting, and fine-tuning of lights mechanics such as:​​​
      • Range of the light of the lantern​
      • ​
      • Explosion ability to use in combarepelepell the enemies (range and cooldown)
      • Exploration ability to illuminate a better portiothe n of area (range and cooldown)
    • The level design of the different areas of the map:​
      • Design of the areas using the free asset available ​
      • Enemies and objects placements in the different areas of the game
      • Placement of the lights to guide the player
      • Placement of the triggers for activating dialogues, checkpoints, and moving between the different areas 
    • Design and creation of the narrative and dialogues included in the game​
    • Design, playtest,fine-tuneuning boss-fight at the end of the game
    • Design of the User Interface of the menus 
    • Design of inventory UI and ability HUD in game
  • Game Documentation:
    • Contribution to the creation of the pitch document of the game​​​
    • Creation of the Game Design Document of A Lantern In The Dark
    • Creation of the dialogues' document and context elements' document   
    • Creation of the SWOT and Risk Analysis document with the information collected during the meeting with the programmers
    • Creation of the Final Report document
  • Public relations:​
    • Presented the game during the "Presentation Session" of the different stages of the development (Pitch, Prototype, Vertical Slice, and Final game presentation)​
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