Wicked Arcana
Tools
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Unreal Engine 5
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PureRef
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Blueprints
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Blockout Tools Plugin
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Audacity
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DaVinci Resolve
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Canva
My Role:
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Level Designer
Goal
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Design and flesh out areas of the first level that have been split into five subregions using world partition. My aim was to utilize Point of Interests similar to open world games except on a much smaller scale.
Overview
Wicked Arcana is an action RPG set in a stylized fantasy medieval world. My role was to design POI's within various subsections of the game world and make them interesting to navigate. I also scripted various game objects, level events, and environmental effects to make the world feel more alive.
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At the time of the demos release, I have been working with the Novus team for a little over six months. In that time I have moved from designing a relatively small space to helping advise and in some cases redesign several areas within the first region of Wicked Arcana. I was fortunate enough to earn the teams trust in they allowed me to experiment with ideas both with the design of the regions and scripting special events/effects.
Wicked Arcana
Action Adventure RPG
Wicked Arcana was designed to be linear, yet incorporate elements of open world maps. The inspiration for the design of this world came from games we loved such as the Kingdom Hearts and Final Fantasy series.
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In every region that I was responsible for, I endeavored to make the journey through the land as interesting as possible and reward players for exploring by providing loot and lore.
Title Screen
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This area serves as the final destination for a side quest within the Wandervale area. The team liked the design so much that it became the inspiration for the concept art that appears on the title screen.
Mossborough
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The castle at Mossborough rests near the highest point of the kingdom. At its base lies a prosperous town complete with markets, taverns, stables, and even a theater. The centerpiece of the town is the sacred tree and statues of the goddess Faelametra and god Delebran. I redesigned a significant portion of this environment by adding the giant fountain, added elevation changes towards the large castle, and added details to make the environment feel more cohesive.
Training Grounds
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This is where the soldiers of Mossborough come to hone their skills as warriors. This area was designed to imply a long and honorable line of great champions in the kingdoms past.
The Port
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The Port serves as a major point of commerce and is thus well guarded. I used the merge actor tool to create many cheap instances of props that ended up being used throughout the world to quickly add background assets.
The Mill
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The Mill is where much of Mossborough and Wandervale get their supply of wood from. It also serves as a location for a side quest the player can visit if they wish. I scripted the moving parts of both the sawblade and mill based on real world water powered engines.
Wandervale
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Wandervale was the first subregion that I had worked after joining the team. It was a deceptively small medieval village that didn't have much going for it on the surface. The side-quest that takes place within this area was interesting to design. Though not fully implemented in time for the demo, the maze will dynamically change every time the player enters, and once every criteria is met, unlocks a hidden entrance that holds a powerful item.
The Thieves Den
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Located close to the entrance of the massive cave/mine entrance within the Thieves Den area. This is the final version of the cave after I had redesigned it to better fit the design goal for Thieves Den area. The end result makes for easier navigation and more focused experience.
Region One: The Florere Glades
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The Florere Glades is the first of five regions that introduces players to the world of Wicked Arcana. Players will be able to explore the entirety of this region upon the demo's release! This region is beautifully green, lush, and hopefully enraptures players as they explore.