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Top Down - Action RPG

Narrative Designer & Level Designer

Order of the Roses is a game project created in the institution of The Game Assembly.

Me, alongside
18 other developers, were teamed up to produce a product in 6 weeks a half speed from a reference game product.

Produced in our own custom engine
Dream Engine, and in collaboration with Audio Production Academy who contributed to all the Sound Design & Music Composition

  • Narrative Designer - Setting up a planning and work ground, and communicating with the team to ensure a finished project for deadline.
     

  • Level Designer - Structuring a pipeline to produce 2 Levels. From idea to full playable product, with playtesting and iteration throughout.
     

  • Trailer Producer - Producing a game trailer for the game product to ensure engagement and to enhance the game's vision to consumers.

Play the Game here

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Game Design
Narrative Design

During the initial two-week Pre-Production phase, we began by analyzing Diablo as our primary reference game. Through this analysis, we established the core mechanics, rules, and progression systems for our game. Once these elements were defined, I created a comprehensive Game Design Document to serve as a guiding tool, ensuring consistent decision-making and direction throughout the entire team's development process.


 

Once we had the necessary information in place, I began crafting the Game Narrative for our project. After several iterations and a team pitch, we finalized the storyline and agreed on the direction. With the narrative in place, we proceeded to build the game and its levels, while I developed a full script to guide the overall player experience.

The script follows a three-act structure, detailing all encounters, narrative progression, and dialogues that would be voiced by the actors. Throughout this process, I maintained open communication with both the Sound Designers and the Voice Actors to ensure seamless integration of audio and narrative elements.

Level Design

Once the top-down layout for my level was finalized, I began blocking out the environment in the engine. Throughout the process, we consistently conducted playtests and iterated on the design. Our design team made sure to playtest each other’s levels to maintain focus on the core experience and ensure it remained consistent throughout development.
 

After finalizing and iterating on the blockouts, we moved into the Set-Dressing phase. This involved placing assets necessary to bring the level to life, in alignment with the established theme and style of the project.

Once the top-down layout for my level was finalized, I began blocking out the level in the engine. Throughout the iteration process, we consistently playtested and made adjustments. The design team regularly playtested each other's levels, ensuring we stayed focused on preserving the core experience.
 

After the blockouts were fully tested and refined, we transitioned into the Set-Dressing phase. This phase involved placing assets to complete and bring the level to life, while adhering to the established theme and style of the project.

Post Mortem

Insights: Creating a game in a new genre is always a challenge, but it is through these challenges that we experience growth. Throughout this process, I learned a great deal about adapting to the fixed camera in the top-down view. My level design had to constantly take this perspective into account to ensure the best possible player experience.

Conclusions: Working on this project has significantly enhanced my skills and insights in both Level Design and Game Production, while also strengthening my expertise in Narrative Design. As my first game project where I took on the narrative direction, it was an incredibly rewarding and enjoyable experience. I am excited to showcase and continue excelling in my Narrative Writing abilities.

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