Overview
Passage was my first game project in DigiPen. My team was tasked with creating an aesthetic project, we decided to work on a project that focuses on a Japanese aesthetic.
As the producer for my group, ensuring that my teammates were on task and helping them out with any tasks that they were not able to complete.
Genre: Narrative Puzzle
Game Engine: Unity
Platform: Windows
Project Duration: 12 Weeks
About the Game
Passage takes place during feudal Japan. Countless clans are waging war with each other while the common folks suffer. Villagers used to pray daily to the gods, since the war they've stopped in fear of running into bandits or enemy soldiers. A single monk was tasked to keep praying to the gods on the villagers' behalf.
The monk becoming too old and he took in a disciple called Tsubo. Unfortunately, the monk contracted smallpox, with his dying breath the monk gave Tsubo his last task. Carry on his mission and take his pendant to the shrine on top of Mount Kurama.
Scale The Mountain
& Uncover its Secrets
The process
In Tsubo I was given the role of a producer, making sure tasks were completed on time. I was heavily involved in the conception of Tsubo's story during the production of the project.
Looking towards the far east
I was unfamiliar with Japanese Folklore, I begin to research stories that were told during the era. These stories include "The Mirror of Matsuyama", "The Stonecutter" and "Urashima Taro". I noticed that within these stories there was always a mentor figure guiding the main character. There would be trials throughout the narrative that would test the main character's principles.
Selecting the core virtue
I realized each folklore story would embody a single virtue. In "The Mirror of Matsuyama" the virtue was empathy, do not do onto others what you won't want others to do onto you. Have empathy in every action you take.
In "The Stonecutter" the virtue was being humble, learning to be satisfied with what you have. Finally in "Urashima Taro" the virtue was diligence, not splurging too long in pleasure and ignoring work.
After much thought, I've decided that Tsubo will embody the virtue of loyalty. I suggested that Passage would revolve around a young monk following the wishes of the late elder monk. Scaling the mountain and bringing three artifacts to the shrine, in an effort to appease the angry gods. This idea was ultimately used as the story for Passage.
Planning of the Journey
When designing the puzzles that Tsubo would have to overcome in his pilgrim up Mount Kurama. We drew inspiration from elements found within the Japanese wilderness such as jizo statues found along the man-made pathways and the beautiful sakura trees that blossomed. The goal of the assignment was to create a short aesthetic project, thus I utilized narrative structure of a short story and molded the design of the project to fit it.
The first puzzle of the fog was inspired by photographs of Japanese mountain ranges, where columns of fog would cover the peak. To intensify the severity of the current situation, we decided to make the fog black. The black fog gave the game a sense of dread by helped translate the importance of Tsubo's mission.
The last puzzle is the Sakura Tree. With the path to the mountain peak sealed. Tsubo must solve the second puzzle, in the middle of its elegant crown lies a missing flower. Using the drag & drop mechanic, Tsubo must deduce the correct petal and place it back in its rightful spot. Completing this will undo the seal leading to the peak.
I was heavily involved in the level design for Passage. During the ideation phase, we wanted the base of the mountain to be the main hub, players can access the three trials through the hub. Due to the time constraints, we had to change the level from a bottleneck/hub level design into a linear level design.
The three areas planned were quickly redesigned into two separate trials. The lantern and Sakura trial, granting players the Fog and Petal relic. The final relic was redesigned to be given to Tsubo at the start of the game by the monk.
Other Tasks
After the completion of the level and narrative design for Passage, I would assist the art and tech lead on their task. For the art, I assisted in creating the assets for the three ancient relics as well as some of the vegetation that would populate Mount Kurama. I designed the relics to have significance with their respective trial.
The Fog Relic would be a wood block with the fog symbol engraved into it. I wanted the relic to represent the fogs' ability to block players progress. I've noticed that in Japanese shrine there were many wooden tags that visitors would write their wishes on. I based the shape of the fog relic on the tag.
Much inspiration for the Petal Relic was drawn from the existing Sakura tree petals. As the Sakura tree has such a huge influence in Japanese medium, I drew the relic into the shape of a petal.
I based the last relic on artifacts that archeologist found throughout the mountains of Japan. Many artifacts had simple shapes as were there craved from a piece of wood or a stone. I realized that some of these artifacts could be attached on to one's outerwear. I designed the Sun Relic to be a circular artifact with ropes strung around it. Fire patterns were drawn along the artifact to represent the sun.
My tasks within the Tech department was fairly simple, I was placed in-charge of fixing bugs and working on implementing polish into the project. During the Alpha and Beta stages of the project, I helped fixed bugs that would occur with the drag & drop mechanic and was in-charge of implementing the Fog Trial.
During the last month of production I started implementing feedback for the players, such as allowing interactable objects to change color, indicating the option to interact with them. Creating the VFX for the fog in the project and implementing the SFX that was created by the art lead.
What I've Learnt
This was the very first game project I've worked on after completing my 2 years of National Service. I was extremely rusty in creating a playable project. Luckily my teammates were able to assist me in areas that I lacked.
As a producer I would often jump in and offer assistance in any tasks. As my Art and Tech Lead were previously from other degrees, they taught me their workflow and tips on how to improve mine. I was able to learn many valuable lessons from them.