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Fury Beneath

A adventure game that is inspired by the Tomb Raider series. The Players accidentally fall into a cave that is surrounded by enemies.  Collecting the lost treasures and escaping from the bad is what they need to do.

                               - Run and Escape -

 Level Design丨System Design 丨Narrative Design

Duration
 

1 Month ( July 2024 )

Team

Individual

Tools
 

Designs

Fury Beneath is a game that I designed based on the Tomb Raider series. In this game, I want to restore the mechanisms in Tomb Raider, including parkour, wall climbing, different types of enemies ( can use props to distract them ), pushing boxes, shooting, and some QTEs and emergencies that require players to run fast.

Before production, I used MetaHuman to create a character with the same style as Lara, Vivan, as the protagonist of my game.

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Vivan

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Lara

In terms of level design, I also  refer to the various "ruins" ( also known as caves ) that appeared in Tomb Raider. I wanted to create a more dangerous and depressing scene, so I finally chose the volcanic cave as the main style of the entire game.

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Levels

I started by drawing a simple, primitive level design, dividing the different areas and filling them with the mechanics and challenges I wanted to implement. Based on this level outline, plus my planning and ideas for the entire game, I drew the details within the levels.

The construction of the white box and the following assets' replacement / rendering.

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White Box

Completion

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White Box

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Completion

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White Box

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Completion

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White Box

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Completion

Mechanisms

Player

MOVEMENTS

The most basic character actions, including running, jumping, and squatting. At the same time, when the player touches the instant death zone, the blood volume will be emptied and the ragdoll system will be activated (it looks more realistic)

INTERACT - 1 ( TORCHES ) / Pressing E

A torch that can be picked up by the player. Players can use the torch in their hand to light the spider webs blocking the way.

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INTERACT - 2 ( ROCKS ) / Pressing F

A storage box. Players can interact with it to get a stone that can be thrown. This stone can make a sound to attract enemy guarding the gate on the ground.

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INTERACT - 3 ( GUN ) / LMouse and RMouse

A gun that can be picked up by the players. It has a set distance ( purple ray in the video ). The players can use this gun to ignite oil barrels and blow up walls blocking the way.

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Enemies

PATROL & CHASE

An enemy that will constantly patrol. Once the players enter his eye sight, he will start chasing the players. If caught, the players will die.

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​STANDSTILL ( HEARING )

A stationary enemy that will kill the players if they enter his sight. Players need to use the rocks to distract him.

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Cutscenes

CUTSCENE -1 ( ROLLING ROCK )

An emergency situation, the vibration of the cave causes the raised boulder to fall down. The players need to run to the gap in the wall to hide within a limited time, otherwise the collision of the boulder will kill the players instantly.

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CUTSCENE -2 ( BROKEN BRIDGE )

As the players attempt to escape the cave, a previously intact rock bridge collapses due to the vibrations.

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CUTSCENE -3 ( QTE / CLIMBING )

In order to successfully jump to the other side, the players need to face a QTE. Pressing the correct button within the time limit will enter a climbing animation, and if it fails, the players will fall into the lava.

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UI

START PAGE

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A Start page that can start or exit the game by clicking the buttons

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ITEMS

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An item bar which displays the items that the player has

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GUIDE

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A guide that shows the player how to play the game 

Narratives

A detailed version of the Game Screen Script based on the entire game loop and simple animations that appear. Due to technical reasons, many of the details in the text were not made, but the overall feeling is still there.

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