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ERIDIN

This is another collaborative project I did at AIE. It was a six-week project, producing a 3D action-combat platformer game. My role and contributions to this projection included: Project Management, Art Direction, Design (Lore and Narrative Design, Mechanics Design, Level Designer, UI, and UX.


Credits

ART: Alexander Barnes, Jerome Matawaran, Joshua Yondjo.

DESIGN: Emily Reynolds (Myself)
PROJECT MANAGER: Emily Reynolds (Myself)

SPECIAL THANKS: Shell Osborne, Anthony Palaje.

Eridin: Headliner

CHARACTERS

Below is the main character of Eridin. Her creation was a collaborative effort between 3 people, including myself. I directed the creative process for this character in relation to the overall aesthetic of the game world. I made decisions on colour scheme, clothing, proportions, and the level of detail.


Amongst myself, the other contributors included Shell Osborne, who created the body model and over-all proportions done in 3DsMax as well as the initial concept. And Joshua Yondjo, who modeled and textured her clothes and hair.   

Eridin: Headliner
Eridin: Work

SENTINEL

Sentinels are warriors from an alien crystalline race who serve as the antagonists and enemies of the game. They have invaded the realm with the intent to steal its natural magic resources and energy.


As a team, we chose this concept and design to be our enemy character as it fit with the narrative and was feasible to make in the limited time of the project provided. By having the character float, we reduced the amount of animations required for this character. This characters aesthetic also features dark smoke particle effects, and a purple glow for the full effect.

Capture4.PNG
Eridin: Services

MAIN LEVEL

The world of Eridin draws inspiration from Japanese Oriental aesthetics and includes traits of a typical magic fantasy. The main premise of Eridin’s world is that it’s filled with magical energies that are harnessed by the realm’s inhabitant’s, who create streams of energy known mana circuits.


Eridin is intentionally designed to be displayed on an isometric graphical projection. All game environments, objects, and assets are graphically represented on modular tiles, so that they can fit anywhere on the grid structure. This was conceived so that creating the game's layouts was easier to create from my position as a level designer. This was so that placing assets in the environment such as the oriental walls were easy to generate.


For Eridin, we went through various colour schemes. The original colour scheme which was created by me can be seen in the first image. I chose cool colours, which emanated a certain calm and cold tone, which I felt was appropriate for the world’s location and aesthetic of a mountain temple in a cold climate well above the clouds.


In regard to gameplay, the world was limited to a fixed angle camera position. This introduced heavy limitations on level design and what was possible. The player character had to be visible at all times, so there was a big limitation on what could be done with the game space.

Eridin: Headliner
Eridin: Work
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