Call Of Oseron

 

           Call of Oseron is a first-person single-player open-world RPG, designed and created by myself and six other team members. The project was created as our Full Sail capstone submission, which took place over a period of 5 months. Using various tools such as Unreal Engine, Trello, Perforce, and more, our team meticulously took what started as a collection of ideas and made it into a fun experience and content-rich game. Throughout the length of the project, everyone was tasked with designing, developing, implementing, and reiterating upon different features and systems in the game. 
     

Call of Oseron is host to a variety of different features and systems. The most prominent of which include the quest system, the combat system, and the inventory/item collection system. With these main systems come the many different subsystems that allow them to work well, such as AI, day/night cycles, health, abilities, puzzles, and many more. These systems began as being largely worked on by multiple people before becoming specialized to one or a few people in the group. 

  

About the Project

The Entrance To Ebonholde
The Broken Thicket Entrance
Entire Map
Ruins
Ebonholde Castle
 

My Role

Throughout the project, I was in charge of various systems, zones, and gameplay scenarios. Below is a list of the aspects of the game I worked most on. 

PFI/Audio - I was in charge of implementing feedback of all sorts, such as blood splatter effects during combat, player vocal sounds, footsteps, and more. Moreover, I handled all audio in the game, including ambiance, music, combat sounds, vocal sounds, and many others. 

Day/Night System - The Day/Night system is an aspect of the project I took very early on and worked on throughout most of the project. Not only does it change the time of day and sun height, but it affects other systems and parts of the game. For example, at night, ambient audio sounds change, and lights turn on. Furthermore, enemies deal more damage and spawn more frequently at night. 

Level Design - Level design was a task that remained distributed among the team for the most part. The world as a whole was sketched out by the team and then given to me to generate the landscape using world creator. We used world composition so we could each edit zones simultaneously without version control issues. Throughout the project, I was responsible for the design and polish of The Broken Thicket and Ebonholde, two zones in the world that can be seen in the pictures above. 

Puzzle System - The puzzle system, for the most part, became a lot less of a prominent feature in our game by the end; however, parts of it did remain. The puzzles themselves are relatively simple, involving flipping levers in a certain combination or turning on lights to unlock doors. I was responsible for programming these systems to work. 

Tech Art and Other Systems
- There were a variety of smaller systems that I worked on throughout the project. These include fall damage, footprint VFX, some creation of assets such as the signs seen in the Broken Thickett, lighting, functioning doors, and more. 

Post Mortem

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