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Scyla 

Exploration and adventure game in which you control a small submarine trying to scape from a cave system. 

About

Scyla is a Exploration-Adventure game in which you control a small submarine trying to escape from a cave system in which you were trapped after encountering Scyla, a huge and terrifying monster that will stalk you throughout the game. Unlock different abilities like the ink shot or the hookshot as you explore the map.

 

This project was developed in Unreal Engine 5 by Belice Studios as the Master's Degree Final Project. Our goal was to develop a Vertical Slice that helps us show what we learned during this course, as well as gain experience working on this type of projects as part of a multidisciplinary team.

My contribution

  • Development of the main concept of the game: My colleagues from the Design department and I had to create different concepts for the game, as well as polish them until we reached the final idea.

  • Documentation: The Design department was in charge of writing the mechanics and the different aspects of the final Game Concept in the Game Design Document (GDD), more detailed and elaborate, so that it would help both the Design and the rest of the departments in the development of the game.

  • Gameplay Design: While we were working on the Game Concept, we were thinking about the mechanics that we would like to be present in the game. Later, during the production process, we were in charge of writing these mechanics in detail in the GDD, at the same time that we worked with other departments in the development of these mechanics. Finally, we performed several interations on the mechanichs to polish them.

  • Level Design: I was also in charge of thinking about interesting situations that would present a challenge to the player, in addition to, together with my colleagues, documenting them and assembling the maps in the Unreal editor.

  • Emerging mechanics: Although in the end we will not have time to develop all these situations, I was in charge of documenting whar should happen when two or more different mechanics interacted with each other.

  • Organization and analysis of Playtestings: Thanks to the organization of the UCM and Voxel, we were able to organize several Playtestings to show our game to real players. The Design department, assisted by the Programming team, was in charge of organizing these Playtestings. Furthermore, thanks to my background as a mathematician, I was the main person in charge of analyzing the information obtained from these Playtestings and presenting it to my colleagues to draw conclusions.

Other details

  • Technologies used: Unreal Engine 5,  Perforce, Notion, HacknPlan...

  • Available at Steam

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