Malus
Platform: Unreal Engine
Completed: December 2021
Team Size: 1
Malus is a surrealist exploration game, where a space explorer suddenly finds themselves in a surrealist land at the end time.
Inspired by Surrealism from Salvador Dali and Giorgio de Chirico, this project is a 10-week exploration of level design and player interactions in Unreal Engine.
While the level design is mostly linear, the space and structures are designed to be open and ominously surreal.
Gameplay
Malus utilizes simple movement and jumping via WASD and Space.
Players can walk to pink crystals, which show what lies ahead on the map. The platforms are designed to lead the players through the level toward a golden apple, where players meet their fate.
Level Design
As my first Unreal Engine project, multi-path level designs and camera pointers were some key mechanics I wanted to implement.
I leaned into a linear design, utilizing camera reveals, walls, constrictive paths, and platforms to guide players.
I also chose to use apples and fruits as a stark contrasting element to draw attention and add to the surrealist design.
Scale
In part with the level design, playing with the scale and size of objects was also very important for informing my environment design.
I wanted to make the player feel extremely small in the face of these unnaturally giant objects like fruits.
Scale was a design tool to make players feel intimidated and surprised.
Players are guided by the use of camera controllers as well as focal-point structures to draw players’ interest.
Landscape
Using a scanned topographic map, I was able to create a dynamic desert landscape.
Sculpting and other landscaping tools helped shape the sand into a dynamic desert environment.
Additionally, I utilized skylights, ambient fog, and color correction to add a desert hue, helping set the scene.
Structures
Focal-point structures to draw players’ interest, guiding players through linear paths and eye-catching monuments.