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ETERNAL

Company

Crab Armour Games LLP (Indie)

Role

Lead Designer

Platform

PC / Steam

Tenure

Aug 2021 - Jun 2023

Dec 2022 Release

Genre

Third Person Action RPG

Game Engine

Unity

Design of Eternal

Eternal is a stylised combat action RPG, heavily inspired by From Software’s souls-like games but designed specifically for a more casual audience while retaining a souls-like gameplay loop. You, the Inquisitor, are the last hope in purging the Kingdom of Stormhaven of the evil that possesses it. Fight your way out of the ominous dungeon, explore the pillaged city and you’ll find a range of secrets to help you on your mission. Utilize a unique range of weapons, spells and items to defeat the horde of enemies that dwell across the kingdom.

Features

  • Fight through hordes of enemies.

  • Adventure through a diverse set of environments.

  • Collect weapons from chests and use them to battle increasingly difficult enemies.

  • Save your progress at bonfires.

  • Use grenades and spells to deal damage at range.

Main Contributions

  • World and Level Design for the Dungeon, Cave , Town and City areas.

  • Environmental storytelling via the placement of assets to help build the narrative of an overrun city.

  • Organizing playtest sessions to acquire public user feedback.

  • Managing all production related work in terms of setting milestones, deadlines and organizing team scrums.

  • Supporting the implementation of gameplay mechanics with the code team.

  • Creating supporting 3D assets to accommodate the existing Synty studios asset packs used.

Responsibilities

    • Designing the Dungeon Tutorial from concept to release and post production.

    • Designing the City Level from concept to release and post production.

    • Designing the Cave level from concept to release and post production.

    • Overall world design and narrative building via environmental story telling.

    • Concepting and planning of an additional 3 levels that were cut before launch.

    • Balancing and iterating on every level within the game

    • Creating bespoke trailer island templates to be used when recording footage

    • Communicating with branding and marketing teams to define trailer requirements

    • Assisting teams in playthroughs and Apple Vision Pro Headset controls to record high quality footage and achieve high quality renders

    • Creating documentation on the functionality of gameplay mechanics.

    • Documenting processes and workflows in order to map the future workflow of projects.

    • Setting milestone goals and team targets.

    • Organising check ins with coders to implement gameplay features.

    • communication with potential publishers and organising pitch documents.

    • Organising playtest with internal and external players.

    • Arranging the companies trip and set up at Insomnia #68 where we presented the game at the indie section.

    • Optimising 3d models for Apple vision pro by reducing poly counts.

    • Optimising code to remove dependencies not used within mixed reality.

    • Adjustments of Ui colour to improve accessibility.

    • Providing feedback and reviews with Artist to maintain visual fidelity with the original title.

    • Providing feedback and check ins with the code team to maintain consistent functionality across all Little Cities titles.

    • Creating regular builds via Xcode for internal and external playtesting

Tutorial Level: Dungeon

Level Overview

The tutorial level was designed from the concept of a Dungeon where the player is buried. as they progress through the level they ascend to the upper levels of the dungeon to reflect there journey of discovery as they begin to learn and then master the mechanics.

Responsibilities

  • Full Layout from concept to Release

  • Iterations based on data driven feedback

  • Mockups and layout of gameplay activities within space

  • Implementation of environment art assets and props

  • Responsible for implementation of gameplay elements and level environment scripting i.e. checkpoint triggers Enemy spawns and pathing and loot locations

Level Design Goals

  • Create a linear A to B combat and puzzle area allowing players to learn the games mechanics in a linear way without holding their hand.

  • Begin to tell a story with environmental storytelling to let the player make theories about what happened to the dungeon areas.

  • Introduce players to the looting, checkpoint and key combat mechanics.

  • Increase the tension and difficulty as they progress through the level

Level Element breakdown

  • Strong leading lines using architectural forms to guide the player

  • Verticality as a means of progression with the player constantly ascending the dungeon

  • Loot and item locations placed in areas that reward experimentation and curiosity of the player to explore

  • Distinct landmark locations such as the cavern catwalk and the collapsed atrium to allow the player to take visual stock of their environments and to help them from getting lost

Layout Moodboard

To inform the visual language and spatial structure of this level, I gathered references from a range of games and real-world environments that emphasize enclosed spaces, scale, and player navigation.

References

  • Elden Ring: The crystalline caverns in Elden Ring served as a key visual reference for achieving a sense of grandeur within a fully enclosed environment. These spaces demonstrated how verticality, silhouette, and material variation can create awe without relying on open vistas.

  • Dark Souls 3: The Carthus Catacombs were a big inspiration for the initial tutorial level due to its spacial design providing wide open spaces to make the player feel small and the environment feel imposing. Furthermore this area offers multiple paths to the player before reaching a valve design where the player is funneled to their main objective.

  • Synty Studio: Concept dungeons from Synty studio assets packs allowed me to concept layouts at a rapid rate and provide proof of concept for multiple roughouts.

Gameplay Moodboard Objectives

  • The players is drip fed mechanics as they progress through a linear action requiring them to encounter an obstacle and discover the solution to go past.

  • Entirely linear similar to the introduction levels for portal the use of checkpoints and leading lines to guide the player past key sections where they can progress to future areas.

  • Designed to be information and nurturing towards the player offering them the opportunity to backtrack to try new strategies and avoiding any valve and gate designs.

Flow Diagram

  • The tutorial was designed to be a methodical linear approach to teaching players each mechanic of the game. They are first introduced to looting and equipping weapons followed by defeating their first followed by spells and more. It follows a teach then test design where players get the chance to use what they have learned in a more non linear section for the level to feel less like a tutorial and more like an easier section of the game

Tutorial Level flow.drawio (1).png

Top Down Plans

Top down plans were created from the selected node based designs. These were then refined and iterated upon to outline verticality, key structures. objective locations and landmarks whilst considering player visibility with predicted sightlines and determining the optimal level flow to fit concisely with the movement mechanics present within Eternal such as the sprint and roll.

Top Down Plan reflections

  • Top-Down Plan: In the intial plans of the game i accounted for the idea to attach generic / repeatable rooms to key areas of the blockout which would allow for players to go in and battle a set amount of enemies to achieve an item. Ultimately this feature did not make it to the final release meaning each section was more tailored for a set player experience as a result.

  • Top-Down Plan V2: The plan saw iterations via public playtesting as players found there was no wow factor when getting to the end of the tutorial level. therefore a large arena was made for the player to fight a Mini Boss to test their skills before progressing towards the city.

Level 1 : The City

Level Overview

The City level was designed to give the player a fish out of water feeling. Once they exity the previous level into this new area paths become non linear allowing them to choose their route through the city and discover secrets along the way. They ascend up near a main castle (Planned Level 4) realising the way is locked requiring a key to progress forcing them to descend into the slums and defeat the denizens that dwell ther

Responsibilities

  • Full Layout from concept to Release

  • Iterations based on data driven feedback

  • Mockups and layout of gameplay activities within space

  • Implementation of environment art assets and props

  • Responsible for implementation of gameplay elements and level environment scripting i.e. checkpoint triggers Enemy spawns and pathing and loot locations

Level Design Goals

  • Create an open combat arena favouring fluid movement and allowing for rapid rotation between key distinct landmarks.

  • Tell a visual story via environmental storytelling  to make the level feel grounded and immersive.

  • Offer multiple viable golden paths for the player to explore and discover. Helping to increase replayability.

  • Use verticality as a means of wow factor and progressions.

  • Use framing and composition techniques to place key landmarks in the player view making it more intuitive to navigate.

Level Element breakdown

  • Large Winding streets with clear paths

  • Shanty town shacks with enemy outposts

  • Giant landmarks in the form of the castle gates and market square

  • Sewer shortcut path

  • Rock climb shortcut path

  • Towers burning in the night to guide the player

  • Equidistantly placed checkpoints

Layout Moodboard

To inform the visual language and spatial structure of this level, I gathered references from a range of games and real-world environments that emphasize open and grand spaces, scale, and player navigation.

References

  • Synty Studios assets: Layout in the shape of architectural forms has been inspired from synty studios low poly assets using a contrast in colours to highlight key navigable areas and landmarks.

  • Irithyll of the Boreal valley: Irithyll was a big layout inspiration in terms of how the level transitions from open to enclosed spaces with notches in the design to help funnel players towards key areas to loot or to progress

  • Lothric Castle: Lothric castle was used as a layout reference in terms of the multiple branching path with one be shorter and faster with higher chances of the player dying whilst the other is longer and safer with lower powered enemies

Gameplay Moodboard Objectives

  • Built to give a wow factor to the player evoking a sense of scale and grandeur

  • Use the tutorial level as a Segway to introduce the core gameplay loop. players will feel trapped and imprisoned in prior levels and then progress to theis level feeling freedom

  • Allow the player many options to progress empowering them to explore on their own to find the secrets within the city

Flow Diagram

  • The 1st level of the game was designed to be semi linear allowing the player to explore and take multiple different paths that would lead to shortcuts and additional items. This teaches the player to explore by rewarding them with items for doing so, preparing them for gameplay within future levels

Top Down Plans

Top down plans were created from the selected node based designs. These were then refined and iterated upon to outline verticality, key structures. objective locations and landmarks whilst considering player visibility with predicted sightlines and determining the optimal level flow to fit concisely with the movement mechanics present within Eternal such as the sprint and roll.

Top Down Plan reflections

  • Top Down Plan: The top down plan for the city had multiple branching paths leading to key combat areas funnelling the player towards their main objective. In Hindsight more design work should have been poured in to creating shortcuts between the different paths to help avoid the need for the player to backtrack in order to collect all items.

Level 2 : The Caves

Level Overview

The Cave level was designed to increase tension within the player they descend along a long and linear landmark bridge giving them an oppurtunty to ponder what comes next. After which they are left to decide which path to take along a series of underground laboratories and vaults leftover by the old king. The players final act is to descend into the treasury room to fight the evil archon that has taken residence there.

Responsibilities

  • Full Layout from concept to Release

  • Iterations based on data driven feedback

  • Mockups and layout of gameplay activities within space

  • Implementation of environment art assets and props

  • Responsible for implementation of gameplay elements and level environment scripting i.e. checkpoint triggers Enemy spawns and pathing and loot locations

Level Design Goals

  • Create a vast underground combat arena

  • Lead the player forward with effective leading lines  along key set piece landmarks

  • Wow factor moments at the start mid point and end of the level

  • Tell a story of destruction and abandonments through the use of environmental. storytelling

  • A final encounter with a boss in a set piece arena

Level Element breakdown

  • Open Cavern Mines

  • Large distinct landmarks with unique visuals compare to previous locations in the game

  • Multiple routes to progress

  • Set traps for the players to avoid or use to their advantage

  • Optional areas full of loot

  • Valve and gate final boss design.

Layout Moodboard

To inform the visual language and spatial structure of this level, I gathered references from a range of games and real-world environments that emphasize enclosed spaces, scale, and player navigation.

References

  • Elden Ring: The crystalline caverns in Elden Ring served as a key visual reference for achieving a sense of grandeur within a fully enclosed environment. These spaces demonstrated how verticality, silhouette, and material variation can create awe without relying on open vistas.

  • Dark Souls 3 The Grand Archives: used as a reference for how the spaces are interconnected  alongside shortcuts and valve and gate design areas.

  • Dark Souls 3 Smouldering Lake: Used as an inspiration to study the vast an imposing spacial design with key landmarks and leading lines. As well as this the psace uses a great combination of natural design blended with architectural elements to guide the player

Gameplay Moodboard Objectives

  • To give the player an eery sense of discovery descending into the unknown at their own pace and volition

  • Use light and darkness to guide players along the golden path to help avoid getting them lost

  • Grand spaces with clearly defined locations for looting and fighting

  • Combination of natural and architectural layouts blended into one

  • Players must be aware of traps set by the enemy

Flow Diagram

  • Level 2 leads to the first major boss battle within the game the Archon. The level offers multiple optional paths that descend into the depths of a large mine at the end of which a major boss awaits who holds the key to exit the mines into the outcrops of the city

Top Down Plans

Top down plans were created from the selected node based designs. These were then refined and iterated upon to outline verticality, key structures. objective locations and landmarks whilst considering player visibility with predicted sightlines and determining the optimal level flow to fit concisely with the movement mechanics present within Eternal such as the sprint and roll.

Top Down Plan reflections

  • Top-Down Plan: Initially multiple entrances were planned for the catacombs which would of allowed the player to enter from the sewer shortcut in the town, however due to time constraints this was removed from the final version of the game.

  • The plan features 2 distinct routes from the main bridge offering either a loot filled puzzle room or a faster approach alongside key traps. these paths join up at key notches to help funnel the player towards key set pieces. This culminates in the final boss arena.

Level 3

The 3rd level would focus on offering more options to the players breaking out from a cave environment into an open aired village environment with the caves mouth leading to the outskirts of the village the open ended sightlines would shift gameplay empowering the player with more choice to make their way through the dilapidated village to uncover its mysteries

Level 4

After defeating the mage in level 3 a portal would open up to the castle gates which were encountered in the first level but were locked. With the key in hand the player will ascend the walkways of the castle to destroy the evil king within the sanctity of is keep

Eternal Trailer

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