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NeverWinter Night 2

School Project

Mod: Devourer of Gods

  • Role: Level Designer 

  • Genre: Stealth Game

  • Platform: PC 

  • Engine: Neverwinter Night 2 Engine

  • Context : One week project, team of 7.

MOD CONCEPT

 

Short student project, with a 1-week constraint and creative constraints :

  • Theme: Action / Adventure

  • Goal: Escape

  • Story Hook: Not in Kansas

  • Plot: A-B-C Quest

  • General Setting: Great Mansion

  • Specific Setting I: Prison / Caves

  • Specific Setting II: Mansion of a Lord

  • Master Vilain: Corruptor / Destroyer

  • Minor Vilain I: Inquisitor

  • Minor Vilain II: Moronic Muscleman

DESIGN INTENTIONS

  • Make the player go higher as the the story unravel

  • Learn how to work with the engine

WORK HIGHLIGHTS

  • Level Design Documentation

  • Strong Environmental storytelling

  • Level flow simple to read 

  • Torturous parts for the player to be lost in 

  • Rich backstory created by the Narrative Designers 

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Paper Maps and Scenes Screenshots

STORY

You wake up in a mansion in an unknown mansion, jailed up with some aggressive mates. You do not know why yet, but the Master of the Mansion want to collect your blood. But you are not alone down there, comrades are here to help you escape!

In this mod of Neverwinter Night 2, you will have to find a way to escape this infernal manor you're locked in, find why your blood is this important and try to enroll fighter for the final combat for freedom. On the way you'll meet an imprisoned god, later killed by the master villain to gain power !

DESIGN GOALS

We wanted to create a stressful and oppressive atmosphere so I went for assets with a broken aspect, and also choose to create long and wide corridors for the manor to confuse the player but choose specifically different decor assets so that the player could still figure out where they are. For the cave, I opted for narrower corridors to give the player a feeling of a labyrinthine warren but with small rooms and alcoves to help him navigate.

I also wanted the player to have multiple paths possibilities so the player can navigate freely.

CREATIVE PROCESS

I used references from old french manors for the different floors and their pseudo symmetry.

I tried to create semi-realistic caves so that the player can feel the change of atmosphere and ambiance between the danger of the upper floors and the semi-calm of the caves.

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