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Ignis Beta

Team Mirabilis

presents

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Team

Ryan Doyle

Geoffrey Garsson

Daniel Ribaudo

McKenna Gameros

Sophia B Marcus

Jasmine Duerk

Terry Deng

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Demo Video

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Game Concept

  • The player stumbles upon a long-forgotten pyromancy school
  • The school has been taken over by an ice mage
  • Player learns fire abilities from pyromancers they rescue throughout
  • The player must free the other pyromancers and escape the ice mage

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Story and lore

  • Magic instruction divided into elements
  • Some (like the player) have innate magical abilities, while others have to study
  • Ice mage was a professor at an ice school. School was attacked, pyromancers didn’t help
  • Lore books are mostly what would be taught at a school. Much still left unknown.
  • Slight branching narrative, though progression is somewhat railroaded

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Technical Accomplishments

  • Fireball
  • Torches/Braziers
  • Ice Walls/Blocks
  • Double Jump
  • Dialogue
  • “Gliding”
  • Wall Running
  • Moving Platforms
  • Respawning
  • Ice Mage

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Art Accomplishments

  • Character models
  • Custom rig
  • Animations
  • Environment models

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Fireball

  • Function:
    • Light braziers
    • Break ice
  • Control:
    • Left click
  • Technical Overview:
    • Changed to have two hitboxes
    • Ice must not respawn on player
    • Player rotates to camera direction

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ICe Mage

  • Function:
    • Chases player
    • Shoots ice at player
    • Tries to kill player
  • Technical Overview:
    • Goes to an array of locations
    • Periodically shoots an iceball at target

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Double Jump

  • Function:
    • Gives the player an extra jump in midair
  • Control:
    • Jump again
  • Technical Overview:
    • Sets player’s vertical velocity upward, regardless of how fast they’re falling

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GLIDE

  • Function:
    • Slows the player’s fall
  • Control:
    • Left shift
  • Technical Overview:
    • Reduced Player Gravity and halts vertical velocity entirely

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Wall Run

  • Function:
    • Run on walls
    • Refresh other abilities
  • Control:
    • Move against specific walls in midair
  • Technical Overview:
    • Player enters an animation that moves along a wall at a set pace, can end early by jumping. Resets jump count and glide time.

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Moving Platforms

  • Moves between 2 spots
  • Stops after given number of cycles
  • Can be triggered by braziers and ice blocks

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BRAZIERS

  • Player lights them with fireball
  • Can trigger moving platforms to start moving
  • Will turn off when the platform is done
  • Have dim point light when turned off as well

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Respawn

  • Places the player back on solid ground when they fall
  • Sets point upon collision with box
  • Collision with killbox triggers respawn

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Character Concepts

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Environment

&

Lighting

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World Inspirations

  • Sub-space Floating Environment
  • “As if a tornado destroyed the main tower, but gravitational pull is nonexistent in her domain”

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Grayboxing & Level layout

  • A foggy, darkened, and floaty space
  • A central “hub” but progression flows naturally
  • Level design revolving around platforming mechanics

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Alpha Progression

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Initial Models

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Playtesting + Feedback

  • Mechanics - Well conceived and intuitive
  • Level Design - Meets experience goals
  • Animations - Pleasing and fluid
  • Sound - Needs work
  • Difficulty - Well balanced

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Model and texture designs

  • Stylized essence of an old castle acting as a old Pyromancer school
  • Magical Elements
  • Dramatic shift in color contrast

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Modularity

  • Flexible ability to form many structural, furniture and platforming layouts

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Environment Level Design

  • A linear, cohesive path that spirals up the tower and other buildings
  • Progressive player abilities and platforming puzzles

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Lighting and Mood

  • Emissive lighting for path finding
  • Interactive, dynamic lighting

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Pre-Beta NO Lighting

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Beta Lighting

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Textured Character Models

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Rigs

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Ik Arm Issues

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Animations

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Unreal Implementation

Sleepy Characters (90 Degree Re-Import Issue)

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Unreal Implementation

Keyframed Meshes were an slight issue

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Audio and Sounds

  • Fire audio low register
  • Background noise/ice sounds higher register
  • Music inspired by Zora themes from Legend of Zelda (esp. Vah Ruta)
  • Music makes use of glockenspiel for melody
  • Music is in a minor key with two melodies in the four songs - one for the icy environment and one for the player character

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Thank you!