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LOST PARADISE 

Lost Paradise is one of my modules at my University, and I had much fun solo developing this project. The world is set in a post-apocalyptic world where you play as a robot. One day as you are outside tending your garden a relic of old appears before you. It opens up a dimension to a lost paradise as you touch it. You are free to explore and investigate 

 
My responsibilities: 
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1. Create an engaging level design that makes players want to explore more of the level. 

2. Create a captivating opening cinematic 

3. Create some fun little puzzles 

4. A personal challenge: Try to work with only one source of light, which is the Directional Light Working with one directional light was a personal challenge I wanted to accomplish as I have often seen artificial lights in games pouring in through places where they should not exist. 

 

Working with lights was very tricky for me, but while working on this project, I learned a lot about controlling lights, shadows, hues, and saturation and making it look aesthetically pleasing to the eye and players. Working on the cinematics again helped me polish my skills and learn more about improving shots. More about this project will be written in-depth soon. As for the project itself, I will link my itch.io later this month for everyone who wishes to play the game and leave me feedback. 
 

 
Development Process 

The idea for the concept of this level comes from inspirations from artists that I have seen on Pinterest as well some games that take place in clouds, such as The Legend of Zelda: Tears of the Kingdom, where parts of the game was played in the sky and Immortals Fenyx Rising.
These games were my biggest inspiration for creating this concept and trying to make some new things and learn them in the process: 
1. How clouds can be made volumetrically and balanced right to optimize my game. 
2. Working with one source of light to light up my scene. 
3. Dealing with harsh shadows that ruin the look of the game. 
4. Creating an enemy for the player using blueprints. 
5. Creating some simple yet somehow difficult puzzles for players to solve. 
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