ESCAPE FROM THE ARX
DIVINITY ENGINE 2
This level is based on a famous RPG game(Divinity: Original Sin 2 ) level editor which is called Divinity Engine 2 , made by Larain Studio. All of the environmental art elements used are from the template embodied in the engine itself.
CONCEPT
What I believe that makes an engaging and immersive RPG game ? It's Obsecure objective and diverse and surprising events driven by flexible and informative narrative design are key to creating engaging and immersive role-playing experience. 1.Obsecure objective promotes curiosity and motivation for players to explore the game world. 2."Flexible" means players have more than one ways to take part in a story event which can change how the story is told. Unlike traditional mode where players always get their quest from a specific NPC, this approach allows for more freedom on how to play games. Differetn player is likely to create distinct story on the same event. 3."Informative" suggests that players are able to learn useful information to help understand the story or world-build in a natural way, such as carefully designed dialgue among players, environmental atmosphere and events. Player could find itself dive into the story without concious.
PROCESS
Phase 1: Sketch Plan Pub
To achieve "flexible", my initiate point for the level design is to design a sequence of events for players to encounter when thery are exploring in the game. The story line differs as players choose different routes in the level. All the design on space, setting, NPCs and battle are based on these sequences.
Arx City
Phase 2: Draft Blockout
Pub
Arx City
To meet "Obsecure objective", to make players explore, only a general goal is given to player: escape the Arx City which could stimulate players to interact with all the carefully designed setting, NPCs, and items for more information.
To test my idea on the plan, I make a series of blockout models. Blockout went through continuous iteration after player tests over and over again.