sword of the dead city

technology used

Unreal Engine Logo

Unreal Engine

Autodesk Maya Logo

Autodesk Maya

Substance Painter Logo

Substance Painter

Adobe Audition Logo

Adobe Audition

Adobe Photoshop Logo

Adobe Photoshop

Adobe Illustrator Logo

Adobe Illustrator

final playthrough

Sword of the Dead City was my second attempt at a full game in Unreal Engine. I wanted to go for something very different than I worked in the past (that being horror-heavy FPS games), and created an action-heavy platformer.

Above is a full playthrough of the game. In this project I created the level layouts, meshes, some of the materials, and created lots of design documentation.

game design document

For this project, I wanted to try my hand at creating a GDD. Writing everything down and making the design was fun and became very useful for other team members to understand the project.

Looking back on this, I'm proud of how far my GDD writing skills have improved with my current work.

level sketch

A pencil and paper sketch of the metroidvania world and level layout for Sword of the Dead City

I always like to start my designs with an on-paper sketch. Here, I planned out four levels for the experience. While the game is mainly linear - I knew I wouldn't have time for a true Metroidvania - I included side rooms and secrets to reward exploration.

Unfortunately, we only managed to make the first two due to an unexpected absence from the team.