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The "10th" Breakdown & Analysis

"The 10th: A life not wasted" is a short game about a grumpy cat named Fraszka, the protector of an abandoned mountain shelter, who lives its ninth life. One day a little girl seeks out a mythical fern flower at the site and falls into a magical hole. Then, Fraszka will go on an adventure between two worlds to save the trapped girl and make some difficult choices on the way. 

YEAR

 2022  

PLATFORMS

 Windows, Linux, Mac OS

GENRE

Third-person Puzzle game

ARTEFACT BREAKDOWN

For this project, my main tasks were to implement and design the overall look of the game, the two-level transition, the UI/UX, the VFX, the foliage and landscape, level optimisation and troubleshooting, and the lighting.

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I was also the producer, meaning I had to keep track of two other members of the team to meet the deadline. 

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In secondary roles, I did asset modelling, asset blueprints (visual), material designer, audio implementation, voice acting, concept art and the narrative poesis.

UI/UX DEVELOPMENT-BLUEPRINTS

Our target demographic was children between 7-11 years old. The UI/UX had to be simple and to fit the wooden shelter elements. 

(Left: my final concept of the main menu  Right: In-game version polished by our 2D artist)

(Final In-game Pause Menu)

The way the main menu works is simple. A new level was made to spawn a Widget that contained all the buttons (with all their effects) and the text. Then in the widget blueprint, each made button triggered a sequence; The "Play" button led to the opening cutscene (widget) and once that was done another widget would show with the loading screen. Then it leads to the game level. 

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A similar path was made for the ending options where the players step into a trigger-box BP and spawn a widget. By choosing an option (button) they are led to a new level which plays the ending desired. After the sequence ends the player is led back to the main menu.

For all interactive dialogues, there are trigger boxes where once the player steps in, the text shows up on the player's screen through a widget. Once they step out it disappears.

The portal to the other realm is controlled by an enumerator that indicates the desired level destination. This loads the other level in real-time and it is all included in an actor Blueprint. 

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