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TALES OF THE SUNDERED VALE

INTRODUCTION

In this action adventure RPG game, we play as a man who returns from a long journey to find his old village in flames, driven by a desire to uncover what happened.

In this school group project, the player engages in combat, completes quests, crafts items, and explores an expansive world. Our goal was to create a world filled with diverse activities to keep players engaged and entertained. As a level designer, I collaborated closely with my teammates to design and build an immersive and captivating environment.

PROJECT DETAILS

- Free Theme

- Sketch a world map

- Landmarks

- Unreal Engine 5

- Developed in 15 weeks

- Affordance

- Greyboxing/Blockout

- Environment Design

- Playtesting

- Worldbuilding

- Verticality

Add interactive elements

INSPIRATION 

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Fable II & Kingdom of Amalur

The game designers drew inspiration for the mechanics and gameplay loops from these two older games. As a level designer, I used this inspiration to craft a world with diverse environments and interactive spaces that reward exploration. Before starting the project, I had never heard of these games, so I watched numerous playthroughs and walkthroughs to study elements like the use of landmarks for navigation and dynamic interactions and I ended up loving them!

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CREATION PROCESS

Reference

Before starting this project, it was mandatory to get some references.

Our world features ten distinct zones, each with its own unique atmosphere and vibe. From a dry desert to a foul-smelling swamp, every area is designed to offer a fresh experience and encourage exploration.

I drew inspiration from the video game Star Stable, particularly the depiction of the Jasper old farm and Valedale, just as much as the video games Uncharted 2: Among Thieves 

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Planification

Before starting this project, it was mandatory to do preparation and brainstorming. 

With my team we write down everything we want to accomplish on
Trello to help us stay organized and keep track of my tasks more efficiently.

Now I can stay organized without getting lost.

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PAPER 

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FINAL PAPER

Click on a picture

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Water dungeon
Village
Little island
Graveyard
Magic Forest
Crystal caves
Swamp
The catacombs
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Autumn forest
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AFFORDANCE 

Since we were inspired by Fable, we've decided to implement a VFX that shows the path to take. It's a yellow line that guides us to the active quest.

For the
collectibles, there is a distinct sound that gets louder and louder to attract the player towards the stars to collect.

In certain areas, we've placed
distinctive objects, like the giant tree in the magical forest and the guard tower in the autumn forest. When we open the map, it marks these points of interest.

LANDMARKS

Each zone has a unique theme and color palette to make them easy to tell apart. For example, the magic forest have a giant tree that acts as a landmark, helping players recognize the area from a distance. This makes navigation feel natural without needing extra UI elements.

We designed every area with shapes and distinct features to avoid confusion and guide players smoothly. Changes in height, landscape and colors make exploration more engaging, ensuring each location feels unique, easy to remember, and exciting to discover.

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VERTICALITY

Continuing with affordance, the locations on the map are designed to allow constant upward and downward movement to maintain the player's attention. Since it's an exploration game, we decided to incorporate a lot of verticality to emphasize our core mechanics, such as jumping, running, and combat. This also gives us the opportunity to hide objects or create combat zones, making every corner of the world worth exploring.

WORLDBUILDING

Our goal is to immerse the player in a unique universe where each area is meticulously designed to enhance world-building to its fullest potential. Every region has a distinct mood and ambiance, guiding the player through their journey and expanding the realm of possibilities. The atmosphere of each area is deeply tied to its quests, creating a cohesive and immersive experience

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PUZZLE

The goal is to make the maps dense as possible, so we decided to add star-shaped collectibles. Completionists can collect them, but they are not required for the quest. There are five per zone. Additionally, we have hidden chests scattered throughout the world. Unlike crates and barrels, which are abundant, chests are carefully concealed to create a challenge for the player. However, by using logic, the player can, for example, pull a certain chain on the ceiling, causing a chest to drop.

BACKGATE

The map being vast, the backgate elements are closely tied to the story and the quests we offer, which are ultimately integrated into the level design. For instance, during a quest, we ensured that stones collapsed, blocking the path and preventing any retreat, forcing the player to confront the area's boss. This creates a sense of urgency and immersion.

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COMBAT

Combat is an essential part of our gameplay. Each defeated enemy grants resources that are necessary for upgrading the village or enhancing abilities. Strategically choosing battles will allow players to gather rare materials and strengthen their progress. Some enemies may also drop specific resources that are harder to find elsewhere, encouraging players to engage in different encounters.

SUNDERED VALES

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VILLAGE

The village is a warm and welcoming place where players can talk to villagers and upgrade houses, making it a lively hub for progression.

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GRAVEYARD

The graveyard is the tutorial area, where players learn the basics of the game and the story begins.

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DESERT

The desert is a harsh and arid land, home to the entrance of a dungeon waiting to be explored.

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AUTUMN FOREST

The Autumn Forest is a whimsical and enchanting area, filled with vibrant colors and a mystical atmosphere.

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SWAMP

The swamp is a dark and oppressive place, shrouded in mist and mystery.

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MAGIC FOREST

The Magic Forest is a key area in the story, as the magic tree is slowly dying. It must be freed from its curse.

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HIDDEN ISLAND

The Hidden Island is a secluded area accessible only through the Water Dungeon. It is home to small, playful goats.

DUNGEON

CRYSTAL CAVES

This is the first dungeon ever unlocked in the game's history. After speaking with a mysterious cat, we learn that his friend is trapped inside the cave. In return for our help, the cat offers to assist us on our quest. The adventure unfolds in a vibrant, magical atmosphere.

Explanation

Objective

- Find the cat alchemist

- Kill the spider boss

- Explore the cave

- Collect all ressources

- Eliminate all the creature

- Find all the star

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DUNGEON WATER

This is the second dungeon unlocked in the game's history. The spirits of the forest reveal that a crystal is needed to open the catacombs. To find it, we must journey to an island and brave the water dungeon, a realm submerged in a mystical aquatic atmosphere.

Explanation

Objective

- Find the key to get out

- Close the geyser

- Explore the dungeon

- Collect all ressources

- Eliminate all the creature

- Find all the star

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THE CATACOMBS

This is the final dungeon unlocked in the game's story. With the magic crystal in hand, the ultimate challenge: the battle against the boss. The journey unfolds in a dark and enigmatic atmosphere.

Explanation

Objective

- Kill the final boss

- Explore the catacombs

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CONCLUSION

This project allowed me to deepen my understanding of teamwork. Having worked in a team before, this experience pushed me to become more resourceful, both independently and within the group. We often had to rely on our own initiative if we wanted something, we had to make it happen ourselves. Although there were occasional differences within the team, we knew how to communicate effectively and leverage each other’s strengths to support one another. Our schedules were carefully discussed as a group to ensure the smooth progression of both the project and the team. Every milestone we reached was an incredible achievement, as it represented the success of a united team, ready to give everything for the next challenge.

Completed in 15 weeks, this project meant a lot to me. Without realizing it at first, it completely changed my perspective on teamwork and what I am capable of achieving when I put in the effort. There were times when we worked long hours without counting them, but I am extremely proud of what we accomplished. Working with this team has been an amazing experience. Of course, things weren’t always perfect in the development process, but we never gave up, no matter the challenges we faced.

If I were to revisit this project, I would add more collectibles for players to find in order to further encourage exploration. Since exploration is a key aspect of the game, these collectibles would offer rewards to those who take the time to seek them out. This addition would enhance the player experience and deepen the world-building, making the game even more immersive.

© 2025 by Coralie Leblanc. 

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