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POWER YOUR PATH TO
REDEMPTION

It's an Action FPS with a Diesel Punk atmosphere with Low Magic Elements and a linear Narrative
Set in the early 1930s of an America just emerging from war, magic is discovered and used to promote economic development, but corruption and organized crime plague the good name of the city of New Orleans

As an ex-criminal, the player will embark on a path of redemption to save the lives of those who suffer and wash away the blood he has stained himself with, annihilating every threat that blocks his path.

The scholar assignment was to collaborate with a team of 12 people (Game Designer, Level Designer, Narrative Designer, Artists and Programmers to create a game that convey our Vision.
The pre-production started on December 2023 and the ended on June 2024.

My role was Lead Level Designer and the Merger in the Team.

Pre-Production

USP

Competitors

Within the video game panorama a setting that combines the Sci-fi aspect of Dieselpunk with low magic elements are very few, and in our game they have led to an exponential growth of new technologies.
This narrative aspect is deepened through the ability to modify Character and weapon stats, thus going on to create a system of Mods that cyclically affect a finite number of projectiles with the ability to be discarded, allowing the player to create strategies to annihilate his enemies.

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Analyzing competitors in the genre, we noticed a market gap in open-ended FPS with a sci-fi setting, particularly lacking in retrofuturistic elements like dieselpunk/diesel noir. In this setting, we aimed to create a formula encompassing frenetic gameplay that communicates aesthetics of excitement, challenge, and logic.

Target Audience

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The shooting genre is a prominent player in the global and indie markets, especially on platforms like Steam, proving particularly popular in America. Our target audience ranges from 25 to 30 years old, mainly students, with a Killer-Achiever player type. They appreciate immersive games with a strong sense of progression, enjoying impactful weapon and character designs with a good mix of narrative and gameplay.

Reference

I made a research of 1900s New Orleans for terrain, urban structure, architecture, and interior design:

 

The architectural style chosen is a fusion of the Creole style (wide, uncluttered street, buildings no more than 2-3 stories high, low or flat roofs) and the French style (narrow, long balconies with ornate metal structures, large amount of plants both outside and inside-particularly in the upper part of the city, while the lower part will be much dirtier and darker).
 

Interior design follows art deco style: upper city reflects 1920s French influence with rich materials, bold geometric forms, and vibrant colors; lower city exhibits 1930s Great Depression metal influence with stainless steel and more curved art deco forms.

Concept Art from Dishonored and Bioshock Infinite

Level Design Structure

Click and jump to the directly to section

Each area of the game always has three access points, to make the players perceive agency and allow them to approach zone encounters in a way that is always different and in favor of their playstyle

New Orleans Original Map 1930

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Tutorial

01

Level Subdivision

Rules

The tutorial is divided into a total of 4 beats. For each beat, 1 core mechanic related to movement or shooting is introduced, along with a new type of enemy with behavior, shooting, weakness, and 1 narrative hint tied to the mission, location, character, and/or world-building.

In each beat, players first face a single enemy, then confront the enemy in a group (of the same type or alongside another type), getting acquainted with the introduced mechanic in that beat and the previous one (except for the first beat).

1° Beat

  • Shooting

  • Base Enemy

2° Beat

  • Jump/Dash

  • Light Enemy

  • 1° Narrative Hint

3° Beat

  • Powerfuels

  • Tank Enemy

  • 2° Narrative Hint

4° Beat (WIP)

  • Master all the core mechanics

  • Complete the Mission

  • 3° Narrative Hint

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Structure

Overview

The Novafuels Factory is an old, abandoned facility that was previously used for experimenting with and producing power fuels and various combustible chemical materials. It was taken over by the Iron Reapers gang, who exploit its secluded location for criminal activities.

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Narrative Delivery

Despite the light attempting to enter through numerous windows that embrace the outer walls of the building, the dirt seems to have embedded in the air itself, appearing thick with the countless fumes and dust released by the machines constantly in operation in the factory

Neglect prevails here,  settling on every surface, including personal items that the members of the Iron Reapers gang don't bother to take care of. The walls are adorned with numerous posters and writings, providing a narrative identity to the structure and allowing the attentive player to deduce the nature of the cargo they have been sent to find.

Pick-up/Enemy Drops

  • Medikit

  • Ammo

  • Narrative Input (2 - 1 optional)

  • Powerfuels (Fire - Costitution - Corrosive - Eletrictive Fuels)

  • Currency

Encounters

Players begin to familiarize themselves with core mechanics (Shooting, Powerfuels, Dash, Jump) and the three types of enemies in the area (Behavior, Weaknesses). Enemies are introduced first individually and then in groups (of the same type/stronger) to balance the pacing.
 

  • The Light enemy fast and melee, forces players to quickly reposition and seek cover to catch their breath.

  • The Heavy enemy requires at least 8 meters of space around itself to move and attack at full range. Players, now equipped with the dash, confront a stronger enemy exploiting its weakness using powerfuels. This simultaneously increases both the challenge and the players' perception of power.

Environment & Mood

These areas contain something that makes the air nearly unbreathable. A blend of odors wafts in unpleasant waves, sharply contrasting with each other, causing eyes to water and stomachs to tighten.

The culprits behind this discomfort are the emanations escaping from various containers: a mixture of different types of waste, both chemical and non-chemical, oils, fuels, and an unmistakable odor of burning flesh that provides a macabre backdrop.

Despite the spaciousness of these work zones, the prevailing sensation is one of claustrophobia. The abundance of containers, tanks, and debris visually obscures the environment, making it appear dirty and overcrowded. It is condemned to the abuse of those who now occupy it, staining walls and floors already saturated with filth and neglect.

Hub

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Progression

Theodore "Teddy" - Barman

Quest

Player receives information about the current quest and can request a summary of key points from the current and past quests.

Lore

Player gains hints about the game's lore, including:

  • Game areas

  • Bosses

  • NPCs

  • Player background

Sidequests (WIP)

Player is directed to NPCs in the room for new sidequests.

Gramophone

Soundtrack

Players can choose from a selection of (n) game soundtrack songs while navigating inside the bar.

Powerfuels

Power Up

Players can enhance powerfuels by spending currency and consuming powerfuels of the same type.

Switch

Player can switch powerfuels within weapon sockets.

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