top of page

Project: Eve

Project Type: University Project

Brief: Eve Online

Overview

To prepare us to work in a world with its own lore and internal logic, we were tasked with making a game in the Eve Online universe. This meant we had to do our own research into the world and its selling points.

​

The Game we wanted to make involved the industrial aspect of resource gathering, the violent nature of ship battles and raiders, and the unique lore surrounding pilots and cloning.

​

Though the functionality was not all there, I produced the level with 5 rooms and long corridors. This would include a large sprawling warehouse. This was made according to a blueprint of the ship that I created with an intended path of progression of upgrades.

Project Information: 

Team Members:

Mateusz Stopczański (Project Management/Technical Design)

Mete Ruso (Level/Environment Design)

Tarik Clavier (Narrative Design)

Ernest Murlak (Puzzle Design)

Momchil Kotev (Game Design)

Software Used:

Game Engine: Unity

Image Editing: Photoshop

Conclusion:

This is the first project that I had to work in a group of designers. We had expressed interest in stealth games and thought sneaking around a  hostile ship would be a great concept. 

I wanted to work on map progression systems and I was still active on environmental design. Stealth game level design was also the topic of my dissertation.

Though I can't say this project realised the goals we set at the start, I am proud of the environmental storytelling and level planning that I did, and my contributions to a group project.

Eve Drone Bay.png
Eve Warehouse.png
Eve Blueprints.png

Project Responsibilities:

Teamwork: Working as a group of 5 meant we could increase the scope of our project. It also meant many more voices to consider and compromise between. Nonetheless we created a viable prototype for the time given.

 

Research: I had to do research into a game series I was not familiar with. This concluded in my picking of the ship model. Venture Endurance. This gave me the ability to put forward ideas for gameplay and puzzles.

​

Environmental Storytelling: To tell a story via level design requires some a theoretical sequence of events that can be traced back from a still picture. A Level design Iceberg that reveals more unto the player than the sum of its appearance. A light fixture fallen, a hidden getaway for employees within a labyrinthine warehouse . A lab of test tubes in a room of clones. These all suggest a world outside of the player and draw them in to immersion.

​

Metroidvania Progression: Though we ended up with a few rooms of the level due to time constraints, I had planned the entire layout of the ship which involved placing powerups, locks, keys and shortcuts in a Metroidvania style.

​

Project Documentation: With a large team, we also had to document what we were creating not only for the brief but for internal use. Referencing Eve, our inspirations and the precise plans that we had for our own segments. We extensively documented and understood its importance.

​

Digital Art Skill: With the plan of including a PDA, I created the blueprint for the ship in photoshop, which I then used to plan out room layout.

bottom of page