Marisol is a 3rd person action-adventure game set in an alternative universe where the ocean has dried. Meet the surviving communities and discover the fate of the world as a child of the “Old Ones”.

Project Overview

Team size:
Total: 23
Designers: 3

Engine:
Unreal Engine 5

Project Length:
8 weeks

Individual Role:
Level Designer

About the Project:

 Marisol began as an art project where the visual artists came up with the theme and the looks of the game over the course of 8 weeks.
 The designers and programmers joined the project later and we added gameplay that enhanced the experience and primarily allowed the player to enjoy the beautiful looks and work of our artists.

Thus, Marisol is a beginner-friendly, first-adventure kind of game that is meant to feel like a stroll. Its challenge comes from puzzles and crab-enemies that create low-intensity obstacles

Role and Contribution

Level Designer

  • Researched target games and gathered reference materials to guide layout direction.
  • Sketched level concepts, room ideas, and overall flow before moving into blockout.
  • Built blockouts to test space sizes, pacing, and guidance for the player.
  • Designed room encounters and puzzles with the story and player experience in mind.
  • Worked with the programmers to set up puzzle logic using the puzzle tool.
  • Playtested regularly and adjusted layouts and encounters based on feedback.
  • Communicated with the team to keep production moving smoothly and avoid bottlenecks.

The Process

Concepting

Marisol’s world and aesthetic was concepted initially by visual artists, and the designers and programmers joined later to add gameplay to their work.

During concepting I:

  • Communicated with the artists to find out more about the world and story that they brought along with the concept.
  • Researched target games that would fit our intended player experience and target audience.
  • Sketched world layout while discussing scope with environment artists.

Preproduction