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Dungeon Siege:
Crypt of the Sacred Blood
Crypt of the Sacred Blood
2024 | tsb Game maker | the sandbox
This was such a huge honor and responsability. As a huge fan of CRPG and Dungeon Siege 2, this level was a Big Deal.
We didn't start from a blank stage, the basis of the level was made by another team in an older version of the engine, but when the Game Designer opened, he actually felt like this level was incomplete and asked for me to remake it.
So I remade the level from the ground up, refurbishing almost everything that was before, structuring it around the Kishōtenketsu formula focusing on the pacing and fantasy of the setting.
We didn't start from a blank stage, the basis of the level was made by another team in an older version of the engine, but when the Game Designer opened, he actually felt like this level was incomplete and asked for me to remake it.
So I remade the level from the ground up, refurbishing almost everything that was before, structuring it around the Kishōtenketsu formula focusing on the pacing and fantasy of the setting.
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My Responsibilities on the Project:
- Remaking it, from the ground up, utilizing the new mechanics (Diging gravens/Opening Coffins, and torches);
- Pay respects to the roiginal game, resconstructed the entire crypt to be more akin to the original dungeon siege level;
- Own level and design decisions, lead the teams and create tasks;
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My Goals:
- Make fans of the original game curious and try out this new incarnation of the level;
- Bring a classic grim vibe to the whole experience, make it fell like the classic CRPG it was inspired;
- Make new players that never heard of the series have fun, and get some of the lore and narrative from the original game, in an compact way;
- Use a lot of storytelling, specially some enviromental ones to nod to the original game lore, making old fans happy to spot old lore, and new ones fell like this world is much bigger;
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The Final Level Mapping
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THE LEVEL
Since this was a remake of a incomplete level we received, I started by making an map and a flowchart of the original map (with I won't provide, sorry), and started to sketch and plan it on paper to get validated by my leads and the IP before I went putting some walls down.
With this new plan approved, then I tear the place down, and blockout the new spaces. Constantly playtesting and iterating this new level, until we reached the version currently available in the Sandbox.
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What do I LEarned?
This level is trully special for me, as a Dungeon Siege 2 fan, this was one in a lifetime oportunity to work with this beloved IP with this much ownership over the final product, wich is kinda crazy.
I held a lot of responsability and ownership over this level, proving to myself and the leads that I not only could handle this kinds of projects, but also that I excell in it.
This is one of my proudest works so far, I not only lead a team and had a lot of ownership over a level, but also worked with a huge IP and IP holder, managed pretty well the team, the scope and the spectations and delivered one of the most acclaimed experiences in The Sandbox platform.