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Wanderlust

Software Used

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Production From January 2019 - May 2019

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The World

The world of Wanderlust is an open friendly area, in which the player can explore and shape to the environment to their needs. It is an expansive world with very little threats. Allowing players to solve puzzles and advance in their quest of discovery.

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Adaptation

Players are meant to adapt to the world through interaction and a potion system. By finding and experimenting with ingredients found throughout the map, players can create potions that modify their environment. With potions they can create paths over lava, grow vines to climb to great heights, and light up what was once too dark.

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Player Goals

The open world environment is meant to foster curiosity and urge players to explore and map out their world. The more player's learn about the ingredients they gather, and the potions they can make, the more of the world that can be opened up to them.

The Team

  • Narrative and Level Designer - Sage Burns

 https://www.sagefleuryburns.com/ 


  • Level and System Designer & Environment Artist and Animator - Joseph Apicella

 https://www.josephapicella.com/ 


  • Systems Designer - Robert Price

https://www.robertbrianprice.com/  


  • Audio Designer - Rowan Minney

 https://www.linkedin.com/in/rowan-minney/ 


  • Level, Narrative and UI - Myself


  • Artist - Celina Tong

https://www.artstation.com/crtong 

 

  • Lead Programmer - Karim Elzanaty

 https://www.linkedin.com/in/karim-elzanaty/ 


  • Programmer - Vedant  Chaudhari

https://vedantchaudhari.com/ 


  • Producer - Austin Vine

 https://www.linkedin.com/in/austin-vine-81702412b/ 

Desert Level

Goal of the Level

The Desert Level was a proposed level that never made it past the block out stage due to time restrictions on development. Originally the game of Wanderlust was to have three levels, or worlds, each with their own set of potions and ingredients that would intermingle with each other. This would allow players to travel between levels and learn from each unique environment, and use their findings to solve puzzles in the other levels.


The Desert was an expansive abandoned town built on the back of a giant beast. It had focal points connected through aqueducts and pipes that allowed water to flow and keep each sector well. When the player arrives the town is dry as the pumps are clogged and they must work to make the water flow again.


The level was built with inspiration from early Islamic and Roman/Byzantine architecture in mind. This mainly dictated the large entryways and windows, along with the large central room. The main building that was developed was meant to be a gathering hub with a small worship area in the back. It was to be a mix between reality and the fantastic. So while it had practical spaces, it also had large reserves of glowing water to be seen in walls and once the pumps were working, an immediate change in scenery as the room was to come alive with vegetation and water. 


This was the first building in the water system and the only one that was blocked out unfortunately before cuts were to be made.

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Wanderlust was also apart of RPI's GameFest of 2019

Check It Out!

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