Game Design | Systems Design | Gameplay Programming | Narrative Design
Geist is currently a vertical slice of what we hope could be a much bigger game. The project took inspiration from titles like Dishonored, Thief, Titanfall, and Mirrors Edge.
An early build of the game shown above, testing movement and wallrunning.
Geist is a first-person 3D Stealth Action game with a focus on movement and freerunning. You play as a "geist", a bounty hunter that utilizes magic powers granted to them by a bacteria, known as ecto, that makes its home inside their bone marrow. The closer a geist is to death, the more magic they are able to unleash.
Parkour: The player navigates the level through jumping, sliding, wall-running and more. Movement was a chief concern in the design of this game, as we wanted it to feel fun and fluid.
Stealth: Taking huge inspiration from games like Dishonored and Thief, Geist has the player sneaking through the shadows to get the jump on their enemies. Noise, light level, motion and sight lines are all taken into account to determine wether an enemy can see you or not.
Powers: The player is outfitted with a set of powers that are fueled by ecto, granting them supernatural movement options as well as clever tricks to escape or avoid detection.
Managing Health and Mana: Mana and Health are on the same bar in Geist, as consuming ecto and using ghost powers pulls the player closer towards death. Once your mana is gone, you can still cast your powers at the expense of your health. Using a healing item will restore lost health, but healing past your max reduces your max mana. Likewise, when using ecto to restore your mana, if you restore past your max, your max health is reduced to accomodate the extra mana. The player balances their resources when choosing how much mana and health they need to get through the level succesfully.
Led the design and development of the character controller code, allowing the gesit to freerun and parkour across and over the geometry of the levels.
Led the level design and 3D greyboxing of the tutorial level.
Helped design the powers used by the geist and how they interact with the world.
Designed the health and mana system, which narratively reflects the use of ecto drawing a geist closer to death.
Geist was the final deliverable project for the Game Design BFA Capstone. I worked on this project alongside my partner Kevin Ray with help from Sammy Chuang, Winlyn Liu, Dayoon Lee, Carsen Decker, Colin Hernando, and Nethra Fernando