Puzzel Oriented Quest - Break all Freyja’s seals, unfrost the world




Role : Technical, Level & System Design, Character Rigging, solo project

Tech detail:  Unreal 5, C++, Blender

Timeframe : 3 weeks


Overview

Freyja’s Seals is a standalone quest that focuses the progression on exploring and tackling ability-based puzzles. The design process is also a brainstorming challenge to see how many distinct interaction modules I can create in a short amount of time.

Narrative

The player awoke to see the forest in frost; upon breaking all seven seals, the world would be restored to normal. Finally, the player conquered all challenges and was brought up to the sky by the ancient tree and found the forest was in the shape of a butterfly, the symbol of Freyja.


Task Overview


  • Brainstormed dozens of puzzle scenarios revolved around character abilities

  • Implemented various drag-and-drop action blocks that enabled easy and fast level-editing

  • Iterated through the puzzle mechanics, and designed the system behind the puzzle interactions

  • Incorporated the action blocks into combat, designed different encounter scenarios.

  • Created an event-driven system to keep track of player progression

  • Assembled camera animation, environment, and location-specific event to produce key narrative moment.

Design Decisions



The project is directed by one critical ability of ice-melting, and the level system is built around the mechanics enabled by the ability. Then, the quest is implemented to showcase a more complete experience of the puzzles.

Interactive Level Modules - I designed over a dozen scenarios, then iterated and produced 9 action blocks with customizable properties, which later put into blueprints and eased the level design. The modules dealt with destructibles, physics control, and buoyancy.

Puzzle Design - The puzzles are designed as combinations of the action blocks and their variants. I conducted playtesting on the interactive modules and iterated to make sure the combinations were intuitive and interesting and covered as many of the different attributes of ice as possible.

Loots - loots are allowed for custom value and items. They lead players in the level as well as serve as puzzle hints. Implemented chest animation to react to player interaction.

Quest Progression - The quest is composed of different puzzles, each containing a quest item to progress the mission. The level was designed to ensure clarity in player objectives even without compass directing. The background of the quest is delivered through location-based dialogue and events.


Puzzle Mechanics Derivation



Action Blocks




Item retrival



Remove fixture



Remove Obstacle



Uncover hidden object




Balancing weights



Remove blockage



Changing landscape



Open passage



Activate mechanic




Events
Location-specific events with level sequence, animation, and enemy behavior
Location and behavior based camera controls - to promote player immersion and enhance narrative delivering

 




Quest Overview


Quest Playthough