Savage Beast Unleashed

          Ethan Ranulf is returning home from studying overseas to find his house in disarray. The windows are broken, furniture is flipped, shelves are thrown on the ground, silverware is shattered, and paper is scattered all over the floor. He searches through the house trying to find his family, only to discover a letter with a symbol on his table. Upon opening the letter, he learns that his family has been kidnapped and is being held hostage. The letter demands that he turn himself in or his family will be killed. However, he recognizes the symbol on the letter as belonging to an organization dedicated to eradicating werewolves. Determined not to surrender, he decides to rescue his family by force.

          Humans and vampires, aware of his return, are coming to capture him, with or without force. Utilizing both his human and werewolf forms, he travels through the forest, eliminating anyone in his way. To launch a surprise attack, he enters the sewer system, where he encounters massive rats and mutated creatures that try to eat him alive. He slaughters all the creatures in his path, eventually emerging in the middle of the city. Making his way to the building where his family is being held captive, he fights and kills the leader of the organization, rescuing his family from danger. Together, they set off to a different state to start a new life.

Gameplay

Role: Level Designer / Game Programmer / UI and UX

          Over a span of four months, I dedicated myself to crafting this project within Unity. I single-handedly tackled the entire level design and programming aspects, including player movement, transition between player states, creation of distinct enemies, developing abilities, and setting up all the animations. Each enemy has unique characteristics that make them stand out – vampires teleport behind players, ghouls relentlessly pursue the player, and cowboys shoot from a distance. I used the environment as a way of storytelling, with areas like the cemetery and the final encounter conveying the narrative. Striving for immersion, I used minimal UI elements, and even the title screen seamlessly integrated into the game world. This endeavor served as a valuable learning experience, providing insights into dynamic game design and advancing my proficiency in coding.

GDD: PDF Version

Development Log: Playlist

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Infiltration: Death Star's Demise