top of page
BAJALOGO.png

Trailer of BAJA: Temple of the Gods

OVERVIEW

Play as Baja, an adorable chinchilla protecting the spirit world from evil coconuts! Dodge and shoot your way out of the maze to retrieve the soul of Tiki and free the gods from their curse!

Explore

Explore the maze and uncover the secrets that lie within. Wander around randomly generated corridors and rooms where none are the same!

Magical Combat

Fight different enemy types using a satisfying combat system. Use your Dodge Ability to get away from enemies as fast as possible and hit them from where they don't see it coming!

Story

Experience the Story from Baja, an adorable Chincilla who uses perseverance and willingness to free the Tiki Gods from their curse.

Overview

PROJECT ROLES

Game Designer

  • Researched, planned, and designed level rooms, including a Safe Hub, combat rooms and Boss Rooms.

  • Conceptualized, prototyped, and visually designed a fire and spike hazard.

  • Developed a modular camera system for enhanced player experiences.

  • Collaborated on narrative elements, specifically animating elements in the cut-scenes.

- LEVEL DESIGN -

SAFE HUB

  • Researching different types Safe-Hubs in a wide array of games, looking at their style, shape and what the player is able to do there.

  • Sketching & Prototyping different layouts, in order to figure out what works best for the Player Character.

  • Collaborated with Visual Artists to realize the final look of the Safe Hub.

Sketches of the Safe Hub

The finalized Safe Hub

Level Design

GENERAL LEVEL DESIGN

  • Planned & Designed the Level Design, working in a 'Level Design Compendium' which showed the Micro and Macro Level Design of our game.

  • Created the Boss Rooms, constructing rooms featuring traps and enemies.

  • Iterated upon the Level Design, based on the difficulty of the corridors and boss rooms.

My attributions to the Level Design Document

image73.png
Hazards

- HAZARDS -

CONCEPTING

  • Writing a feature breakdown of the Hazards, looking at their use-cases & functions and turning these into flowcharts.

  • Prototyping, creating a working prototype that follows the feature breakdown.

  • Collaborating with Visual Artists to create a final look for the Hazards.

image69.gif

Prototype of the Fire Hazard

Prototype of the Spike Hazard

Overall feature breakdowns of the Stationary Hazard's design.

Timing of the Spike Trap

DEVELOPING

  • Creating the final version of the Hazards using Visual Blueprinting, ensuring these objects are modular and easy-to-use for level design.

Picture3.png

The Fire Hazard

ezgif.com-optimize(2).gif

The Spike Hazard

Camera

- CAMERA -

CONCEPTING & DEVELOPING

  • Developing a Modular Camera System, ensuring the camera switches at the right moments when the player needs to see more of the level.

  • Playtesting, iterating on the distance, speed and transition points to ensure a smoother experience for the player.

The player's camera switching between Room-mode and Corridor-mode

- CUTSCENES -

IMPLEMENTATION

  • Implement the Cutscenes made by a Visual Artist, animating the individual layers of the illustrations in Unreal's UI system to create an immersive showcase of the game's backstory.

The Intro Cinematic

The animations done in Unreal UMG Editor

Cutscenes
bottom of page