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Lunaride

Lunaride is a turn-based prototype of a game inspired by Slay the Spire/Paper Mario. The setting is the American Wild West, while the characters, enemies, and story are inspired by Korean folklore.

I sourced the assets and designed/implemented all of the map and lighting seen here.

Wild West 1: https://www.unrealengine.com/marketplace/en-US/product/wild-west-1

After pivoting to a low poly art style, I quickly laid out a small scene to test out lighting/spacing for the combat actors.

After pivoting to a low poly art style, I quickly laid out a small scene to test out lighting/spacing for the combat actors.

Adding in some lighting effects, I began to highlight the areas where our characters would be positioned in the turn-based combat. With scaled-up bottles as placeholders.

Adding in some lighting effects, I began to highlight the areas where our characters would be positioned in the turn-based combat. With scaled-up bottles as placeholders.

Building out more of the town itself, adding areas like a ranch and a "downtown".

Building out more of the town itself, adding areas like a ranch and a "downtown".

Another angle of the town's unfinished layout.

Another angle of the town's unfinished layout.

An almost-finished view of the town.

An almost-finished view of the town.

The completed town. Adding various visual clutter helped bring everything together, and the player has things to spot in the background while the dynamic camera changes location during various turns in combat.

The completed town. Adding various visual clutter helped bring everything together, and the player has things to spot in the background while the dynamic camera changes location during various turns in combat.

A last-minute addition to the project: the rest site. Similar to games like Slay The Spire, players will have a chance to rest at certain points in their runs, and this is the screen they are met with.

A last-minute addition to the project: the rest site. Similar to games like Slay The Spire, players will have a chance to rest at certain points in their runs, and this is the screen they are met with.

BONUS: A prototyping of the landscape early in development before we switched to a low poly art style.

BONUS: A prototyping of the landscape early in development before we switched to a low poly art style.