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Impasto Pic.png

Impasto

About this Project

About this project

  • Team: 20 persons

  • My position: Level Designer, Environmental Artist

  • Engine: Unity and C#

Impasto is a first person narrative and stealth adventure game. The game idea originated from the famous Spanish artist Goya’s black painting. We aimed at building a fascinating painting world that reflects Goya’s inner world.

My Design Process

  • Defining Game Metric

1. Prototype Materials

WorldScaleGrid.jpg

Screen shot of the material

These world scale grid materials will help all the designers to get a better idea of the scale of the environment.

2. FOV

FOV.png

Impasto is a narrative game with some horror elements. In order to create a tense feeling, we decided that the FOV should be 55.

FOV setting

3. Building Scale

LevelPlayground.jpg

We put buildings of different scales in the level and let people walk around in the level. Then we came to the conclusion that  a two-story building should be around 8 meters tall

The level playground

  • Setting up Level Rules

Impasto is a narrative driven game with a stealth system that serves as the core gameplay mechanic.

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An important design problem for the stealth games is how to clearly indicate the danger in the level. So, it’s necessary to set up some clear level rules and teach them to players:

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1. Orange light, Safe.

   Red light, Danger.

yellow light.gif

Orange Lights

Red light.gif

Red Lights

2. Use the same group of props as covers. 

Covers_edited.jpg

Covers

We want to set up a coherent visual language that the white rocks are effective covers. So every time we design a "safe zone", we use these white rocks.

3. Safe zone before each inquisitor encounter

Safe zone 1.png

Safe and Dangerous Zone

For a stealth game. We always wat to design a place where players can have an overall evaluation of the situation. Which we call safe zone in Impasto.

  • Designing Church Area

Areas.png

The church area is located in the center of the map. We want the church to be a main landmark that players can see from almost anywhere in the game. 

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Areas that each designer is responsible for

1. Greybox 1.0

GrayBox1.0.png

Gray box 1.0

So I start the design with making a very rough gray box (I usually call it graybox 1.0) and marking the details of each area on a design doc. 

Church area.jpg

Early Stage Design Doc

Church area is a dangerous area, we want the gameplay and the experience also to be stressful. I designed a sequence where player had to go through gallows to hide from inquisitors. Then another sequence to go into the graveyard.

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(the spotlight was cut in development)

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Click to see bigger picture

2. Greybox 2.0

GrayBox2.0.png

Then I created a more detailed gray box 2.0 in blender. It’s based on the gray box 1.0 but with a lot more details. The look of the church and the theme of each smaller area is fixed.

Gray Box 2.0

3. Polishing(Environment art)

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Take the graveyard as an example. I placed a lot of grave stones in it, some big creepy statues and some wilt trees. I also added some red lights in this area to give everything a little bit of red color to help convey the danger of this area to the player.

 

The final result looks like this:

Church_01.gif

The Church

Church_03.gif

The Graveyard

Church_02.gif

Under gallows

Red light.gif

Enemy Encounter

Design Process
Defining Metrics
Designing Church Area
Setting up Level Rules
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©2022 by WANG YUE.

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