Kari

Overview

Explore mysterious lands after a magical storm strands you on the shore of Vanaheim. Seek out help from the gods inspired by Norse Mythology in a Singleplayer Combat-Free Adventure-Puzzle Game. A game about helping each other, Kari is developed by team of 29 students.

Get Kari now on steam for free: Kari

Positions

Technical Designer
General Content Creation
Assistant Design Lead

Hazards

I made the original material for the mist. In which the surrounding mist would open up around the player granting them limited vision around the player module. This hazard later added the loss of Blessing (player health) at an increased rate. Unless you had a specific upgrade that would decrease this damage.

The other hazard I made was the Mushroom that would apply a poison effect on the player after stepping on it. The mushroom itself would display a particle effect around it if it was active and pop create a puff particle effect when the effect was triggered. After it had been triggered it would be on a cool down with no particles around it. The return of the particles was an indicator that it could be triggered again.

Flexible Design

To get the game to a finished and polished state a lot of small tasks needed to be picked up that varied in complexity and difficulty. This ranged from having to go into our custom database and into the customized unreal engine we were working with to make sure all names were displayed correctly, to working with UI designers to ensure that the pop ups were in a good position. I also created item spawners for specific resources the player can pick up, as well as making sure the items always had the correct mesh applied, which could change depending on whether an item had been spawned or dropped out of the inventory.

Ensuring Productivity

Being the lead of the Gameplay Feature team meant that a lot of vital game design decision went past me. I made informed decisions that allowed other people to continue working, checking up with the design lead and producer whenever a decision had impacts outside of the feature team. Being easily approachable I worked with the individuals of my team to create gameplay prototypes efficiently, implementing them into the main project whenever they were approved.