radiant dark

technology used

Unreal Engine Logo

Unreal Engine

Autodesk Maya Logo

Autodesk Maya

Substance Painter Logo

Substance Painter

Blender Logo

Blender

Photoshop Logo

Adobe Photoshop

final trailer

Radiant Dark is a project with two distinct versions. The first, as seen above, is a vertical slice focussed on high-quality visuals and introducing a more-familiar tool to navigate the world. The second is a beta build with a focus on a complete game experience as seen below.

Final Art Book

A significant amount of art was created by the art team within the twenty weeks of development; we felt it important to capture and document this work and compile it into the art book seen above.

radiant dark beta

The Beta version of Radiant Dark acted as a proof of concept. It had a different art style and was a complete game start-to-finish containing roughly three hours of gameplay for new players with a massive facility to explore and 27 puzzles to solve.

This version of the game was canned at the behest of our professor at the time who believed a more realistic arstyle would better sell the project; he also advised we focused the project on beautiful environments for a trailer over gameplay.

Ultimately, many changes were made, but the core of the work on Radiant Dark lives here, in the Beta.

beta trailer

beta playthrough

Above is what we managed to accomplish in about ten weeks. I'm extremely proud of how much work the team was able to do - making a complete game experience albiet with some minor bugs and issues to iron out.

While an experienced player could beat the game in roughly an hour, new players would spend about three as they learned how the puzzles worked. Overall, most playtesters were able to complete the game without any interference from the team - a huge accomplishment.

puzzle concept

We adapted the puzzle design philosophy from Jonathan Blow. We wanted players to know when they've encountered a puzzle, know precisely what must happen to solve it, and think about the solution. Once players knew the answer, it should be easy to solve. The puzzle has a few basic rules that are as follows:

1) Pieces can move on the tracks and be pushed inward toward the puzzle's center.

2) The center must have an equal number of blue and red pieces to solve.

3) If pieces of the same color touch, they bounce away.

4) If pieces of opposite color touch, they lock in place.

I hoped to teach players something new about the puzzles with each solution. This didn't quite land; about 70% of the test players were confused by the puzzles. With more time, testing, and puzzles to teach lessons, these issues could have been ironed out.