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Project Azaroth

  • Writer: alaot0
    alaot0
  • Nov 23, 2023
  • 17 min read

Updated: Jan 30, 2024

"A player experience centred on embracing carnage and mayhem."


Welcome to my blog for my Game Design module at Kingston University.


Here I will be outlining my creative process, discussing my inspirations and hopefully provide an overview into my general game design process.


Well lets dive straight in!


(Splash art created in photoshop using a combination of images from the free unreal cathedral pack and the model I sourced from SketchFab)


The Brief


The topic of the game is: Saving the Planet.

Whether it is a serious game that would aim at changing behaviours, or an educational game, or simple and silly game played just for pleasure - it is entirely up to you. This assignment is free (open-ended), and the only restriction is the topic - as presented above.


This is the brief provided to me by lecturers.




The brainstorm Phase


I started by defining the brief and picked out the key elements

"Saving" and "Planet" These words provide a sense of urgency and importance the word "saving" is defined as "rescue from harm, danger, or loss" and since it is attached to saving the planet the "saving" needs to be done on a large scale.


This led me to generate some concepts to do with dystopian worlds and how they could be saved.

When I take the theme I am immediately drawn to titles such as "The Last of Us" how Joel's journey is him saving the world by transporting Ellie across the map.


However, for my project I wanted to experiment with different methods of saving the planet.


This drew me to a couple points:

  • Does it matter how much destruction is caused if the further down the road the scales are balanced?

  • What if a mutant creature ended up wiping out a section of the planet causing luscious valleys to grow providing sustenance for billions.

A sketch of said mutant destroying the earth.



With these ideas in mind I started piecing together the concept.

The topics I want to focus on:

  • Morality - The dichotomy of the greater good

  • Destruction = Growth

These led me to...

Due to time limitations and project scope it was easier for me to find a model matching the concept rather than create one from scratch.

After scouring for the internet I found a suitable model.


Introducing Azaroth.


Azaroth a demon hailing from the depths of hell.



The initial design/concept Phase


When designing a game the first thing I like to consider is what makes the game fun?

What will the player be repeatedly doing throughout gameplay, what keys will they be pressing what will they be seeing on screen?

For me I like to start with the fun and playing as Demon from hell has its perks such as the possibility for extreme explosions and other carnage.


Rather than focus solely on carnage I opted to layout a few brief objectives for Azaroth and expand upon gameplay from there.


These objectives allow me the freedom to create gameplay while being constrained to linear levels.

I opted for linear levels since it will allow me to make a small prototype and focus on one of these levels in development. This will still provide me with the opportunity to design other areas and features in my game design document (GDD) which may not make it into the final prototype.


With the project adequately constrained I decided to start designing the mechanics I would showcase in the prototype.


The core mechanic are Azaroth's demonic abilities.

Players will have access to multiple abilities they can use to cause destruction in the game world.

As I want the game to have an arcade like tone I want the ability usage to reflect this.

Before continuing it was clear I needed to do some research into arcade like abilities and similar games.


The research phase


The areas I will be researching:

  • Arcade game systems

  • Games with a similar theme

  • Demonic entities for narrative purposes

Researching the above topics will help inspire me when designing the core elements for Project: Azaroth


My research first brought me to the successful title Devil may Cry.


Overview of Devil May Cry:

  • Premise: Developed by Capcom, "Devil May Cry" follows the story of Dante, a demon hunter with superhuman abilities and a devilish lineage. The series delves into his battles against demonic forces and his personal journey through dark and supernatural realms.

  • Protagonist - Dante: Dante, a half-human, half-demon known as a "Devil Hunter," exudes confidence, wit, and exceptional combat skills. He uses a variety of weapons and supernatural powers to dispatch demons while seeking vengeance for his tragic past.

  • Gameplay Style: Known for its fast-paced and stylish combat, the game rewards players for performing complex and visually impressive combos. Players control Dante, utilizing his diverse arsenal of weapons, such as swords, firearms, and demonic abilities, to take on hordes of enemies and challenging bosses.

  • Stylish Combat: The series emphasizes the "Stylish Rank" system, which evaluates the player's combat performance based on the variety and creativity of attacks. Achieving high style ranks unlocks rewards and enhances gameplay experience.

  • Atmosphere and Setting: Set in dark, gothic-inspired environments intertwined with supernatural elements, the game delivers a moody and atmospheric experience. The settings range from haunting castles to hellish landscapes, creating an immersive world for players to explore.


Other similar titles I will be drawing inspiration from:

  • Bayonetta

  • Dante's Inferno

  • Metal Gear Rising Revengence





Studying 'Devil May Cry' and the above titles reveals the allure of stylish combat and atmospheric settings, It inspires a focus on strategic and visually impressive abilities, the significance of immersive environments, and the importance of evolving gameplay mechanics. This research prompts further exploration into innovative combat systems, captivating atmospheres, and player-driven progression, guiding the refinement of 'Project Azaroth's' demonic abilities and narrative complexity.


I also took the time to create a mood board to act as a visual aid when designing the core gameplay elements.



This entry focused on designing the prototype and creating the pitch for in class presentations. Above are slides taken from the presentation which highlight the concept, objectives and visual theme for Project: Azaroth.


Normally I would use Mixamo animations for this sort of project. However, the model itself was not compatible with the mixamo skeleton. This is probably due to the lack of hands and feet and the sword that comes attached with the model.

Thankfully I had a previous model that taught me the basics of 3D Animation and provided me with basic knowledge of how to use Maya.

This led to drafting a few animations and exporting them to Unreal so that I could experiment with abilities.


Early Prototype Phase


Animation Stage


The first thing I started with was creating a few simple animations for Azaroth ( A model I sourced from sketchfab). I outlined the different types of animations I would need:

  • Movement

  • Attacking

  • Idle

After I had created the rough version of these animations I exported them and placed them in engine to see how they would work in game before polishing them further.



The above video shows the animations for attack, forward hover and idle in this order.


When creating the prototype I kept the initial mechanics simple.

As I wanted to create an arcade style feel for the project I started by sourcing/creating suitable visual effects.

With these effects I created a simple projectile ability then would shoot a projectile and explode on colliding with an enemy and kill them.



When crafting the animations for "Project Azaroth," I found inspiration in Genos from "One Punch Man." I sought to capture a sense of weight and power similar to Genos' dynamic movements.

By drawing from Genos' impactful animations, I aimed to convey Azaroth's formidable abilities with a compelling sense of strength and force within the game.



The attack animation after the genos study has added recoil to show the weight and power of the animation.


With a few animations made I exported them to engine and began prototyping some abilities.


Engine/Ability Test



The above video shows the first two abilities.

The flying cones are a temporary mesh for the basic attack ability on left mouse click.

The targeted explosion will be an advanced ability that will have a cool down and is bound to the right mouse button.

Holding the button brings up the targeting sphere allowing players to aim before triggering the ability.

Players can also quick press the right mouse button to trigger the ability right away.


This is doing using a mixture of blueprint commands.


The key press triggers a gate when held for a certain amount of time this then triggers the targeting sphere to become visible

On release the particle effects are spawned in the reference created by the targeting sphere when the button is released.

A sound is then created at the location of the explosion and any overlapping enemies are triggered to die.


Most of this code has come from my understanding of Unreal's visual scripting language from working on previous university modules and personal projects.



Design Expanded


Protagonist Overview/Narrative Aims


(A demonic chessboard created with Midjourney. (Prompts include: Demonic chessboard, fiery, red and black.))


When crafting any sort of game, whether it be a massive open world experience or a short confined level to level structure, my main focus is ensuring a smooth blend between narrative and mechanic elements. It is not my inability to separate the two features but instead I operate on an ethos where narrative and mechanics are seamlessly intertwined. My background in literature has enabled me with the skills to craft any multitude of creative space but not all of these spaces can be transformed into working game mechanics.


This is why I started with a small ability test and protype. Not to confine myself to a set playstyle but instead give me insight into what kind of things I could create with my current Unreal Engine skill set.


With a rough idea of the mechanics I decided to flesh out the narrative of my game.

So I asked myself a few key questions:


  • Who exactly is Azaroth?

  • What are these abilities he is using?

  • And why is he meddling in the affairs of mortals?


As you can imagine I had quite fun answering these questions.

My goal was to tailor Azaroth's personality to that of similar protagonist that suited the them of the ends justifying the means. I drew inspiration from the popular Kratos from the "God Of War" series and also Eren Yaeger from the popular anime "Attack on Titan". I wanted to make an aloof character who didn't question their own morality and instead acted first.


Azaroth's Ascendance


In the tapestry of existence, Azaroth emerged from the abyss, a silhouette molded from the essence of nothingness. His ascent, devoid of origin, birthed a persona draped in shadows - aloof, mysterious, and unyielding. Forged in the crucible of cosmic indifference, Azaroth harbors little consideration for the intricacies of mortal emotion.

His aloof demeanor, a reflection of his rise from obscurity, unveils a belief etched in the fabric of his existence. To Azaroth, power is not sought; it gravitates towards those deemed worthy. A sovereign of shadows, he navigates the cosmic currents with a conviction that those deserving of power will carve their destiny from the chaos.

Azaroth's enigmatic nature, a testament to his ascent from nothing, begets a personality draped in shadows, indifferent to the whims of mortality. In the cosmic dance, he stands as a harbinger of the creed - power flows to those who dare to seize it from the void.


With Azaroth's personality defined this eased the creation of the rest of the narrative.


"In the mysterious realm of Arcadia, our protagonist Azaroth, a formidable demon, discovers an unsettling disturbance in the cosmic alignment. The trajectory of Eruth, a vital source of souls, has been diverted towards destruction far sooner than anticipated. Azaroth, sensing the urgency, sets forth on a journey to Eruth to investigate the anomaly." - Extract from GDD


With the narrative outlined it made outlining Azaroths key objectives that much easier:


  • Save Eruth from Imminent Destruction

  • Balance Destruction and Morality

  • Upgrade Azaroth's Demonic Arts


The first two objectives can be seen as the primary narrative elements and the third while focused on mechanics is also tied into the narrative of the game; as Azaroth gets stronger, the narrative itself will develop.




Weapon Mechanics/Narrative


With the character defined and the story outlined I then switched back to the mechanics of the game.


Having already defined the genre for the project, an arcade like ability shooter, and already created the necessary narrative boundaries for the game. it eased the process of designing the mechanics.


Most arcade shooters provide the players with a main weapon, an off weapon and in some cases an ultimate ability that needs charging.

With the game focused on over top destruction I wanted the weapons to match the destructive narrative setting.


This gave birth to Azaroth's Demonic Arts.


These abilities were designed keeping Azaroth's demonic back story in mind.


Firstly I wanted to create a system that would be upgraded as players progress similar to the system used in Hades. However I wanted these upgrades to reflect Azaroth's journey so I wanted the upgrades to persist between levels to support the overarching narrative theme of Azaroth's descent into the questioning of morality. By entering levels with new strength and abilities it provides players with a sense of ramping power that there may be no end to the destruction they can cause.


From here I wanted to create abilities that not only reflected the setting but also fit the project narratively.





This led me to the creation of three distinct abilities:


The World Spear



Retrieved from the Altar of Desolation, the spear allows its user to summon an infinite surge of spears to pierce their enemies.

It is rumoured that the spear was once used to impale one of the first Archangels temporarily restraining them.


The World Spear is Azaroth's primary attack ability.

Bound to the Left Mouse Button(LMB) on default.

The spear fires a single spear at enemies and replenishes ammo when not in use.


When designing the world I wanted a relatively weak starting ability, something that didn't hit too many targets, could be moderately spammed but also had room to be upgraded into something powerful.

The upgrades I will be designing for this weapon focus on increasing the amount of spears summoned per shot and increasing the rate of fire. There will also be major upgrades available which allow the spear to take on fiery properties such as burning targets on impact. The world spear took inspiration from my first sketch of a mutant shooting spears down at an environment.


The Origin Flame



Azaroths innate attunement to the flame grants him access to devastating feats of destruction.

With a simple raise of his hands, he can summon a blast of demonic flame to raze his enemies.


The Origin Flame is Azaroth's secondary ability with a short cooldown.

Bound to the Right Mouse Button(RMB) on default.

The ability summons a large farm in front of Azaroth.


For the Origin Flame I wanted an ability that could clear lots of targets at once, aided by the early prototyping I did was able to create this ability with a short cooldown preventing the player spamming it and improving the ability based mechanics giving the player different options to complete objectives.


The Demon Anki

“Let the souls rest and be reborn in due time.”

Azaroth soul aligns with flames releasing waves of fire, temporarily forging a pack with Anki.

This pact transforms Azaroth into a herald of flame unleashing a wicked set of melee attacks.


The Demon Anki is Azaroth's ultimate ability.

It must be charged by getting hits with World Spear and Origin Flame.

By default it is bound to the Z Key.


When designing this ability I toom inspiration from popular fighting games like Dragon Ball Z : Kakarot.

I wanted to give the player the feeling of a short burst of insane power similar to the feeling of going "super sayin."

This prompted an ability that starts with a short cinematic showing Azaroth aligning himself with the flames, and outward blast of flames and then the removal of Azaroth's primary and secondary ability which are replaced by wickedly vicious melee attacks.


My normal process to designing abilities would typically involve a lot of traditional sketches to support the process. Due to the project length and group size(solo) I decided to leverage the use of Midjourney in the creation of these assets. While I am aware of the ongoing dispute between the use of AI images in gaming revolving around the lack of clarity behind the sources of images I believe that where and when credited properly AI images have the protentional to improve and ease the design process.


These images were created using a broad range of prompts and then taking into photoshop to either clean up the image or edit certain parts and making other parts more visible.

Here you can the timeline of the world spear going from the AI image to become the image used for the Icon.

I cleaned up certain parts of the image that were undesirable such as some exaggerated lines and issues with symmetry. I also added a glow and some other effects to make the weapon appear more distinctly.


Seeing as I already had the narrative designed I found little struggle in generating prompts to create the images need for the project.



Interim

This section will act as interim conclusion, providing an overview of what has been created and why before proceeding to the next stages of design.

(A quick sketch of the intended UI)


(A screenshot of the early in game UI)


What has been created:

  • Research Criteria

  • Narrative Overview

  • Protagonist Backstory & Aims

  • Primary Mechanics(Weapons & Narrative)

  • Key Animations

  • Splash Art


The research has helped in providing similar games, mechanics and narratives which assist in the development process of the project.


The narrative overview creates setting and context for the game which in turn eased the development of the games protagonist Azaroth.


With theses designed I was able to focus on the mechanics, key designs and icons were also developed during this through the use of Midjourney and Adobe Photoshop.


Key animations were also created which will be used to create a prototyping showcasing the intended game design.


With these areas designed almost all the parts needed for the creation of a small protype slice and GDD are ready.


For the next steps I will be focusing on piecing together the Game Design Document and improving upon the prototype.

My main focus will also be, defining the game loop and designing the user interface that will be present in the game.

I will also focus on fleshing out the narrative for the GDD creating a overview for the entire story as well as an emotional beat chart to support the narrative design.


Areas to be developed


Game Design Document:

  • Fleshed Narrative

  • User Interface

  • Game Flow

  • Level Design

  • Progression and Currency

  • Enemies and Obstacles

  • Sound & Visual Experience


Protype:

  • Game Interface Implementation

  • Improved Mechanics(Cooldowns & Feedback)

  • Level Rewards/ Upgrade Screen


The Game Design Document (GDD)



The starting page for the project: Azaroth GDD.


Providing a brief sentence relating to the project gives players a quick introduction of what to expect from the descriptive words "carnage" and "mayhem."

It also shows the genre the target platform as well as the target audience through the use of game ratings.







When creating the document I first pieced together the narrative and designs I had created into a timeline.

I started with game outline. By using the information I had created prior to this section I was able to create a story for the project which encompasses the start middle and ending of the story.

The story itself follows the archetype of "The heroes' Journey" but expands upon some of the themes such as sacrifice and renewal through some of the morality discussed.

I wanted to create a succinct story that takes into account all the established narrative setting and provides the player with an enjoyable but also questionable experience.

The story can be summarised as such:


Beginning:

Embark on Azaroth's journey, a formidable demon tasked with investigating the cosmic disturbance in Eruth, discovering a world corrupted by lower-level demons and mortals.

Middle:

As Azaroth delves into the heart of corruption, a shocking revelation unfolds – a pact with the malevolent origin demon, leading to his own corruption. His quest for self-discovery reveals intricate layers of challenges.

End:

The climactic battle against a corrupted version of himself marks a sacrificial culmination, obliterating both sides and freeing Eruth from demonic influence. Azaroth's tale concludes, leaving behind a world on the brink of a new era shaped by a demon's heroic journey.


After finishing the narrative design, I then chose to properly outline the game flow and describe the minute to minute gameplay. Which would involve Players cleansing corrupting souls while preforming other side objectives.


The flow diagram shows process players will be repeating during gameplay.


It does not properly reflect the fast paced game nature and should include a mission failed section prompting players to restart the level.


This diagram was created use Whimsical AI feature that allows users to turn text into flow charts.


The currency players will be collecting from missions rewards is called Demonic Shards, Players will use these to upgrade Azaroth's Demonic Arts.

Demonic shards are rewarded for completing levels, side objectives and dispatching enemies.




When I reached this stage it was clear I needed to work on the confrontation in the game. While I don't doubt a players ability become fully immersed in mindless destruction another layer of challenge would add complexity and increased investment for certain players.

So I focused on the level design section of the project but more importantly the enemies section. I already had ideas about the demonic confrontation players would face on certain levels so I decided to take the time to expand on this system by creating a specific enemy type players would see throughout gameplay.


This focus bore the minor demon Tritus


Tritus the trickster


A weaker demon obsessed with Azaroth and his goals.

Believes he is assisting Azaroth by hindering his progress, providing added challenge to allow Azaroth to reach new levels of power.


Core ability

The Tricksters Gambit – Tritus splits himself into copies, attacking the correct one first will provide Azaroth with extra demonic fragments.


Tritus was designed to add another layer complexity to the game. his unique ability allows him to split himself and rewards players with extra demonic fragments for ascertaining the original.

Tritus will spawn in randomly in different levels after the player has purchased the first upgrade from each demonic art.

When creating Tritus I drew inspiration from trickster like characters such as "The Joker." I wanted to create a character who was more bothersome than a true threat and this prompted me to integrate this narrative further into his design. His ability the tricksters gambit reflects his mischievous nature and provides players a direct experience of through the mechanic of choosing the correct target, giveing them more rewards however, they are not punished for choosing the incorrect targeting making the spawn of Tritus only time consuming and not level detrimental.


Game Interface & Visuals


With the Game loop created and an enemy and progression system in the outline stages I decided to move towards creating the interface for the game. This would allow me to see how the designs translate in game and give me a visual aid to develop the the project further.

When designing the Main Hud I wanted it take on a minimalistic approach and only show the player what they needed.


I started with a small sketch of where I would want the abilities to be before working on the functionality in engine.








Translating the UI into engine was relatively straightforward as I already had designed the Icons.






The main brunt of the interface revolved around the main menu system.

I wanted to create a different atmosphere for the player before they started a mission. Arcadia, Azaroth's base acts a reflection zone for players therefore, I want the area to be more nuanced with simple designs the player will click through. Removing the ability to move in menu navigation also helps ground the player giving them room to focus on the narrative unfolded through text.


I used Midjourney to create an Alter screen that would act as the main hub.

The prompts included: Demonic Alter, Symmetry, Moonlit Background.

From here I used a combination of Midjourney, free game assets and Photoshop to create a functioning start menu complete with an upgrade and level selection section.


This section of the project was the most time consuming despite this, I enjoyed the process since it allowed me to test out my visual scripting skills to create a fully functioning start menu.


I used a combination of Animations and variables to create a dynamic start menu that players could launch missions from and upgrade thier abilities.

The start menu was made in a way that easily allows me to change areas and add different sections.

The video below outlines some of the processes involved in creating the start menu.




This also ties directly into the development of the protype.

Rather than improve the mechanics and focus on playability, my focus shifted to create a fully playable protype. This involved players having the ability to fully navigate the game menu, complete missions with side objectives, load back into the start menu, purchase an upgrade from the demonic art's page, and then load back into another level with the upgraded abilities. I opted for this since it would provide a create sense of the system and mechanics I am designing rather than just having one or two abilities that felt nice to use.


The most challenging part of developing the protype revolved around the upgrade system.

I had created porotypes in the past but I have never created a system where a variable persists between different levels.

For this I needed a better understanding of the "Game Instance" and how its variables could be manipulated from widget blueprints.

I found the system relatively straight forwarded and then begin implementing the variables into the main menu. I had a few issues with casting, and setting requirements needed to actually be able to purchase the upgrade, but with a moderate amount of testing and research I was able to create the system I had designed.


Conclusion


In navigating the challenges encountered throughout this game design journey, I made conscious decisions and implemented effective solutions, showcasing resilience, creativity, and a commitment to ethical considerations.


Balancing Time Constraints: Recognizing the need to balance time constraints, I opted for a concise project timeline. This strategic decision streamlined the development process, allowing for a focused and efficient workflow. The result was a well-explored game design that met the project's objectives without unnecessary delays.


Development Issues and Limited Knowledge: Confronting development issues and acknowledging gaps in my knowledge, especially within the Unreal Engine, presented a formidable challenge. Undeterred, I tackled this by turning to YouTube tutorials and the Unreal Engine documentation. This hands-on learning approach not only resolved immediate issues but also contributed significantly to my evolving expertise.


Ethical Considerations: Ethical considerations were at the forefront of my decisions, notably regarding the use of AI-generated images. To address concerns about transparency and attribution, I chose to credit and clearly label AI-generated images.


Challenging Gaming Industry Norms: Beyond the project, I took a stand on prevalent issues in the gaming industry, notably the focus on loot boxes and monetization. In my project, I deliberately excluded any form of microtransactions or long-term monetization plans. This stance reflects my belief that games should prioritize providing an enjoyable, contained experience for players rather than being shaped by prolonged monetization strategies. This challenge to industry norms aligns with my commitment to creating games with player enjoyment at their core.



In conclusion, the design journey documented in the blog reflects a meticulous approach to addressing challenges and making informed decisions. The commitment to a fast-paced action game with ability upgrade potential not only aligns with the project's scope but also underscores a deliberate choice to provide players with a dynamic and engaging experience.


The consideration for a small HUD design exemplifies a user-centric approach, allowing players to immerse themselves fully in the gameplay without unnecessary distractions. The integration of narrative elements to complement mechanics showcases a holistic design philosophy, where each component enriches the overall gaming experience. Throughout the process, the iterative nature of going back and forth between the engine and design thinking emerges as a fundamental aspect of problem-solving, ensuring a harmonious fusion of creative vision and technical implementation, supporting my ethos of intertwined mechanics and narrative.


This blog stands as a testament to the thoughtful decision-making, ethical considerations, and innovative solutions embedded in my game design journey.


Access the game design document through the pdf link below.

A link to the protype will be made available shortly.






A blog by Tobi Alao


Thank you for reading ^^


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