Game Designer
Mote Valley
Game Page
Project Type
Project Duration
Software Used
Languages Used
Primary Role(s)
Team Size
University Collaborative Project
3 + 3 weeks
Unreal Engine 4
Blueprints
Game Designer, UI/UX, VFX
10 Students
Game Design Document
Mote Valley is a collaborative project that I was a part of in my junior year at Staffordshire university. The project was made by a team of 8 students consisting of a mix of Techs, Designers, Environment, Character and Concept Artists. The project was one of 2 prototypes that were pitched to lecturers and was ultimately the one chosen by the lecturers for us to focus on.
Trailer
To create the trailer we used for the game I used a mix of sliding shots from the engine, gameplay as well as art created by our 3D artists to tell a short story about the creatures that the player is taking care of which I put together using Adobe Premier Pro.
Loosely based on Slime Rancher, the player plays as a zoologist who, to fight back the darkness that has begun encroaching on the planet, has to nurture the mysterious Motes found around the areas, themselves creatures of light, to release their light and thus pushing back the darkness.
As the designer with the most experience outside of level design on this project my contributions to the project where:
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Wireframe and Implement the UI
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Create numerous Niagara particle effects
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Design how the Enemy (Darkness Sphere) interacts with the world and the player
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Create the trailer
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Assist the tech team with various minor blueprints to allow them to focus on larger issues/mechanics
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Create a material for when the creatures are teleported away
Darkness Enemy
For the darkness sphere enemy I did not build the functionality of the sphere itself but I designed, together with some input from the other designers, the way the darkness interacted with the player and the world themselves.
UI Implementation
With the UI I wanted to keep the screen as clear as possible to enable to player to interact with the world without the UI cluttering important elements that they need to see but still give the player enough information for them to be able to keep track of their progress.
Dissolving Material
We wanted a way to show that the creatures are teleported away when the player is interacting with them so using some experience that I had gathered working on materials before I made a dissolving material that when added onto the creatures would allow them to dissolve when getting teleported away.
Particle Effects
We wanted a way to show that the creatures are teleported away when the player is interacting with them so using some experience that I had gathered working on materials before I made a dissolving material that when added onto the creatures would allow them to dissolve when getting teleported away.