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Aldar: The Well of Fate

Overview

Aldar is a 3D puzzle adventure game where an avian humanoid must craft potions to save a deteriorating Nordic-inspired land.

Final Shots

In Progress Shots

Narrative Design

The world of Aldar is meant to be littered with environmental narrative for those that are keen to explore and discover the secrets of the world.

During the course of production, I wrote initial versions of dialogue, journal pages, and a narrative overview. These helped to bring a narrative element into the game that brought it to life and helped to guide the player through the world.

World Design

Aldar is a small, open-world game that requires the player to craft and use potions to navigate the environment.

I spent a majority of pre-production designing two different levels for Aldar and worked closely with the art team to nail down the visual feel of the world. Levels were initially sketched out in meetings with artists present for input on the placement of objects and flow of the level. These sketches were then translated into the Unreal Engine, first using primitives and later with the terrain editor tool.

Team | Viridian

Seth Glaser - Producer, Design Lead

Grace McClintock - Producer, Narrative Designer

Yaroslava Cherkashina - Director, Animator

 

Garrett Conti - Technical Lead

Aaron Johnson - AI, Gameplay Programmer

Hazel Hamilton - VFX Programmer

Hunter Elofson - Graphics Programmer

 

Cameron Bess - Systems Designer

Austin Kennedy - UI Designer, UI Programmer

Chay Davis - Systems Designer

Ronald Van - Level Designer

Benjamin Adman - Art Lead, Technical Artist

Nicole Davis - Environment Artist

Nunki Ingulsrud - Creature Artist

Wayde Scott - Character Artist

Alex Zerr - Rigger, Technical Artist

 

Eric Bergman - Sound Lead

Details

Platform: PC

Engine: Unreal Engine 4

Ship Date: April 2019

Production Duration: Sept 2018 - April 2019

Team Role

  • Prototyped levels with Unreal terrain tools to communicate world design of two realms for use in game.

  • Worked with art team to establish design, feel, and look of the world.

  • Mapped out eight encounters on paper and in Adobe Photoshop to add challenge and narrative to game.

  • Worked with other designers and artists to create a matrix of potions, their effects, and the ingredients found within them.

  • Constructed a narrative relevant to the world to inform future design decisions and focus art in a direction.

  • Lead a team of 16 people through the production phase of an academic project.

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