Forgotten: Whispers From Ashes

Click the Icon to Visit (Demo) Steam Page

Click the Icon to Visit (Full) Steam Page

Game Engine:

Unreal Engine 5.5

Project Duration:

7 Months

Project Role:

Level Designer

  1. Pre-Production
    1. Zone 1 Planning Board
    2. Zone 1 Pacing
  2. Level Design Analysis
    1. Landscaping
    2. Interactive Design
    3. Parris House
    4. O’Connor House
    5. Riverside Boat Docks
    6. Church
    7. Cinematics
Pre-Production
Zone 1 Planning Board
Zone 1 Pacing
Level Design Analysis
Landscaping

When first coming onto the project the team was using a simple landscape setup with large mountain range meshes in the background. I changed the landscape and sculpted it to meet the games needs, then added an HDRI backdrop with mountains for better illumination and reflections, plus this meant I could remove those large mountain range static meshes.

Interactive Design


Throughout the level I created and placed various interactive elements to immerse the player and allow more player interactions throughout the level. These include things like the crane, opening caskets, opening crates, coffins, various door sets, drawers, and various other interactive bits.

Parris House

The Parris House is the tutorial location for this game/level.

O’Connor House

The O’Connor House is the 2nd major landmark in the level where players uncover the mystery of Timmy O’Connor’s death and his mother Adelaide O’Connor’s Death

Riverside Boat Docks

The Riverside Boat Docks area is where the player encounters the fisherman’s ghost for the second time before accessing the boat to the Church. I took Inspiration from the initial location in RDR2 where players learn to gamble in the train station. This is a boat dock where the workers would rather play poker than work on boats.

Church

In the church, the final section of Zone 1, players navigate battered pathways from the docks into a dark, dusty, and abandoned interior. Here, they uncover clues surrounding Adelaide’s death, piecing together the mystery through exploration and puzzle-solving.

Cinematics

I Created basic cinematics for events like the boat spawning, game intro, and outro

  • Utilized Fluid Simulation tools for Niagara VFX.