top of page
image_017_0001_edited.jpg

Embers
of  Beyond

Role:  Gameplay & Level Designer, UI/UX

Genre:  Platformer · Narrative Puzzle
Engine:  Unity 3D

Team Size:  Solo developer

Development Period:  8 month (Jun 2023 - Feb 2024)

Status: Released on itch.io

Description

Embers of Beyond is a puzzle platformer set in a mystical ghost realm. Player controls a lantern-bearing girl who transforms into various characters along her journey to solve intricate environmental puzzles

Contribution

  • Designed gameplay mechanism, enemies, environmental hazardsand interactive puzzles for 4 levels to create narrative experience

  • Curated player emotion and experience flow through level pacing and puzzle difficulty, and environmental storytelling and

  • Implemented gameplay and levels in engine

image_017_0001_edited_edited.jpg

Level Design

Tutorial

unease
uncertainty

>>

eerie curious

Village

>>

(pace breaker)

safe
relaxed
smooth

Bamboo Forest

>>

(Alternative path)

alarmed
strategic

Mountain

 Player emotion

Alternative path

low Risk   =   low Reward

high Risk  =  high Reward

image_017_0001_edited_edited.jpg

Design Process

There were two separate types of resources in the initial design:
1. the ember light to light the path for the player
2. a one-time use talisman as the prerequisite for controlling spirit

Play tests proved two unrelated resources to be redundant and confusing, so I combined into one (ember) in later versions of the game.

Resources

Enemy AI State Machines

AI Finite State Machine:
The core game mechanic is related to NPC spirits that requires AI state machines. Breaking actions into distinct states like Idle, Cut, Walk (and etc.) ensures modular and scalable AI behavior across different characters. Each character’s state transitions are handled based on timers, conditions, or random choices.

  • State Enum: Defines each character’s possible states (e.g., Idle, Walk, Sit).

  • State Functions: Each function (e.g., State Idle, State Cut) manages a specific behavior.

  • Transitions: Controlled in FSM(), enabling smooth shifts between states based on predefined triggers.​

Lumberjack

lumberjack cut.png

Player interactable detector

Character

concept1_edited.png
Screenshot 2024-09-24 111334_edited.jpg
character.png
ref12_edited.jpg
ref12_edited.jpg
one-time wooden.png
basket.png
bamboo.png
fence_edited.png
Screenshot 2024-09-24 110843_edited.jpg

Environmental Assets

Character

firefly.png
bottom of page