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MISTBORN

GAME DESIGN • LEVEL DESIGN • SYSTEM DESIGN

Portfolio piece made based on the Mistborn books from Brandon Sanderson. I wanted to create a way to play with the magic system in the series and try out ideas I’ve had since my first read. The books are based mostly in a single medieval city and feature a powerset that seemed perfect for an Open World Action Game.

LUTHADEL

The setting for the story, a city covered in ash. I built and iterated from maps taken from the author’s official resources. I had to extrapolate and change some of my ideas for a more dynamic city. In the text there’s no mention of hills, valleys or landmarks beside the main castle and the various waterways. My idea used the density of the city to mark where any inclines might be and extrapolate from there.

THE CHALLENGE

The two most distinct powers are the Ironpush and the Steelpull, where the character can push/pull their weight against any metal in the world. This allows for a dynamic and fast paced traversal system and physics based combat. The feeling of freedom, flying across the city was my main goal.

THE PULL

 This one was easy. I modified a grappling hook system I had from an earlier project, adjusting the physics to pull the character directly toward any object the cursor was pointed toward.

THE PUSH

This one was challenging! While basically working the same as the Pull, just reversed, I couldn’t have them both working in the same character. I had to re-evaluate the whole system and try many solutions in order to get the Push functioning. I also had to cap the Push momentum, as the initial number could shoot the player too far into the sky or out of bounds.

THE PROGRESSION

WORK
FEELING BLUE
WULTHORN ACADEMY
MISTBORN
ABOUT