Gift of the Gods
Roles:
Narrative Design Lead
Environmental Concept Artist
Game Type: 3D Narrative Exploration
Team Type: Volunteer, Rev share
Team size: 40
Gift of the Gods is an indie project for a 3D, third person narrative-forward explorer puzzle game. Our showcase begins with the first level - Demeter’s realm, the Goddess of harvest and agriculture, where wild and sprawling idyllic farmland is backlit by a perpetual summer.
The player is plunged into a world of Greek mythology where ancient and modern collide. The Gods in this world put you to the test in gruelling Trials order to win a Gift, but an uprising of mortals on the outside are interfering with their process.
Will the Hubris finally be punished, or will we join the Unbelievers and dare to steal from a God?
Our showcase begins with the first level - Demeter’s realm, the Goddess of harvest and agriculture, where wild and sprawling idyllic farmland is backlit by a perpetual summer. The low poly design style is reminiscent of Pokémon, with the environmental atmosphere of Journey.
I was tasked to create and lead the team for Narrative Design. I developed the worldbuilding story arc, and created briefs for the team to create scripts, research mythology for backgrounds and develop cut scenes for core narrative drops. I ensured that branching endings and dialogue made sense for the characters and made for satisfying gameplay.
I was also tasked with environmental concept art to pick up some gaps as members of the team were slow to pick up, namely, developing the map of the level, terrain, flora and fauna, and key featured buildings;
Demeter’s abandoned and overgrown shrine is where the player heals and
Demeter’s farmhouse is where we present our grown Poppy - the completion of her trial involving environmental puzzles.
Story and Worldbuilding development into Game Design features in-level.
Branching ending options based on multiple character's personalities and player ethical choices throughout the game. We developed how to drip feed hints throughout without ruining the final twists.
Going through multiple iterations of level design deciding what tasks were mandatory and where they should be located to support narrative beats with Level Designers and Creative Director.
I knew the shrine was on a hill and I had a sketch of the inside, but the outside needed to match. In order to create this vision properly I needed to work backwards from the specific plants for modular terrain.
We had several plants, each made in low poly with variant instructions. I concepted it as low poly as possible to support 3D workflow - these are heavily inspired by my love of origami.
I worked hard to make the job of 3D as easy as possible by breaking down the shapes. I also gave instructions on variations and placement rules on terrain.
I wanted her farm to be rural Grecian style, with a central bread oven (as Demeter's icon is a wheat plant) where she shares the harvest with her fellow farmers.
We further developed the farm to integrate it into the landscape - Creating a waterwheel to power the bread oven from a nearby stream, and a bee hive next door. There will be a grape garden behind.
3D WIP done by Danny from the Gift of the Gods team.