Tale of Nexus
ROLE
Solo with given asset
DESCRIPTION
Tale of Nexus: The True Guardian is an 3rd person action-adventure fantasy game where players embody Jupiter, a warrior tasked with restoring balance to Nexus, an interdimensional hub linking the Ground and Sky realms. To save Nexus from collapse, players must recover two mythological artifacts: the Gram sword and Apollo’s Golden Bow, each hidden in unique, treacherous environments. Starting unarmed, players will navigate challenges such as stealth and platforming while battling realm-specific enemies. Once both artifacts are returned to Nexus, their combined power will restore harmony to the realms and secure Nexus’s future.
Development Time
2 months
GENRE
Third-person Fantasy Action-Adventure
Engine
Unreal Engine 5
Level Design
In this Fantasy Project, we were tasked with designing a level that included two interconnected sublevels within a limited spatial dimension and utilizing existing art assets. The design process began by developing the game’s concept, which included writing the narrative overview, gameplay overview, and environmental setting, as well as outlining specific Gameplay Beats in a Concept Document. However, due to time constraints and the dimensional limitations, I had to streamline the original concept, reducing the envisioned three realms to two interconnected ones.

The player's main goal in this level is to collect two weapons, located at the heart of the maze in the first sublevel and at the highest point of the second sublevel. These two sublevels are interconnected by a portal, and the weapons themselves serve as keys to activate the portal, making it essential for the player to obtain them to progress further in the game. Additionally, the NPC at the starting point provide the player with story background and guidance through dialogues, ensuring a clear understanding of objectives and the narrative context.

The primary challenge in the first area is to stealthily evade enemy detection while unarmed, skillfully navigating through a labyrinthine maze to acquire the initial weapon and activate the portal leading to the next area.

The second part involves precision platform jumping and battling formidable enemies guarding weapons, while also activating the portal to return to the first area and deliver two weapons.

This project provided valuable insight into the entire game development pipeline, offering me the opportunity to balance creative ideas with practical constraints, such as limited dimensions and pre-existing art assets. Additionally, it allowed me to deepen my understanding of the functions and practical applications of Unreal Engine 5, enhancing my technical proficiency. Overall, this project served as a strong foundation for my journey into the field of game development, equipping me with the skills and confidence to tackle more complex challenges in the future.
Blueprint Scripting
In this project, I utilized Blueprints to implement key game mechanics, including cinematic triggering, dynamic loading and unloading of sub-levels, and portal activation. This approach allowed me to efficiently prototype and refine complex systems, showcasing my ability to leverage Unreal Engine 5's visual scripting capabilities to create a seamless and engaging player experience.
Cinematic events

Loading & Unloading Sub-levels


Portal Activation & Status Save





Winning Condition Check

Check Current Status when Level is Reloaded

Big Enemy Encounter Event
