Crimson Spine is a Metroidvania set in a dark fantasy universe where Raed, a knight brought back to life under strange circumstances, uses her new heart as a weapon. Completely amnesiac, Raed roams the vast estate that belonged to his family in search of his memories. During her adventure, she learns more about her father, an alchemist leading dubious experiments, and about her mother, a seasoned knight whose path Raed has followed by becoming herself a great warrior. Brought back to life thanks to a new heart implanted in her body, she can turn it into a weapon to face enemies who stand in her way. The heart controls gameplay via its BPMs. Depending on these, its posture and weapon will change. So when his BPMs are slow, Raed uses an axe with heavy gameplay. When they are medians, she uses a sword and shield with balanced gameplay. Finally, when they are high, Raed uses a rapier with fast and light gameplay. In the course of her quest, she will find the fragments of her old heart, allowing her to gradually recover her memory and discover the truth about her death. Perhaps then she will finally be able to return to her eternal sleep. What i've done on this project This project was created during my Professional Bachelor's Degree in Level Design at Gamagora, a specialized video game school. As our end-of-year project, an enthusiastic 15-person team selected and developed this game out of four competing concepts. Leveraging my prior programming background, I took on a hybrid role as a Technical Level Designer, bridging the gap between design and development. Key Contributions & Responsibilities: - Game & Level Design: Participated in defining core gameplay mechanics, shaping the main gameplay loop, and designing layouts for the primary level. - Blockout & Prototyping: Built and iterated on the blockouts for my assigned level sections. - Quality Assurance: Tested and validated mechanics throughout development to ensure functional quality and consistent game feel. - Feature & Tool Development: Programmed custom editor tools in C# to streamline design workflows, along with an in-game debug menu. - Audio Integration (FMOD): Fully integrated FMOD into Unity, implementing music and sound effects provided by our audio team to create a dynamic and immersive soundscape. - Current Status: The game has since been ported to the Nintendo Switch and now has its own official Steam page.
VISITUnity
FMOD
C#



