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Rebuild the legend and find the mythical objects in Mystos to bring various Latin American stories to life.

13 people | 4 weeks | PC (Windows y Web)

Roles

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Producer

Creative Portfolio Nathaly Kalantar 2024 (8).png

UI & UX Designer

Creative Portfolio Nathaly Kalantar 2024 (8).png

3D Artist

Gameplay

Responsabilities

As a Game Designer, I...

  • Designed the core mechanics, including camera perspectives, animation sequences, and hiding points, ensuring an engaging and intuitive gameplay experience.

  • Developed the level design and layout, balancing difficulty progression and naturally guiding the player's exploration through the game environment.

  • Conducted extensive playtesting, gathering feedback and making iterative adjustments to refine the mechanics and enhance the player experience.

As a Producer, I...

  • Led the weekly sprint reviews and kept track of the progress in each area.

  • Supported the narrative team in completing deliverables on time (the descriptive texts for each object).

  • Designed and developed the game's page on itch.io.

As an Art Director, I...

  • Led the art direction, defining the overall look and atmosphere of the game to ensure a cohesive aesthetic.

  • Modeled and textured 3D environments and objects, creating immersive and visually consistent game spaces.

Creation Process

  • We set out to create a hidden object game with a scene that captured the essence of the legend.

  • Inspired by 3D dioramas, we needed the objects to be hidden from any angle, which led to the creation of a fully immersive 360° environment.

  • The use of a free-moving camera caused disorientation, so we implemented strategically placed preset cameras to guide the player’s view.

  • Initial playtests showed that players overlooked key objects, so we adjusted camera angles and added subtle hints to make the objects more visible without compromising the challenge.

Low Poly Style

  • Considering that I was the only one in charge of the art, I decided to go for a Low Poly style.

  • I learned to create my own textures using UV Mapping to ensure color harmony across the different models.

  • I also learned to use Unity's particle system to bring some elements of the scene to life.

Integration in Unity

  • When placing the objects in the scene, I ensured they had a narrative connection to the chronology of the legend (e.g., the golden staff is found in the initial cave, or the condor appears flying over the mountain peak).

  • I added extra props as decorations to slightly mislead the player and increase the difficulty of the search.

  • Some objects were placed outside the initial range of the camera's view so that the player would need to use the rotate and zoom mechanics.

What I learned...

UV Mapping

I learned to create my own textures in Photoshop and apply them using UV mapping in Blender, which allowed me to detail and customize 3D models accurately. This process enhanced my understanding of how UV maps relate to textures, helping me optimize the appearance and consistency of the elements in the game environment.

Commitment and Team

Despite working in a completely virtual environment, I managed to maintain constant communication with the team and record progress in an organized manner. Although commitment issues arose with a team member, we overcame the challenge by delegating their remaining tasks and ensuring the project continued to move forward smoothly.

The "fun" factor

Finding the balance between teaching about the cultural legend and doing so in a fun way was key. We worked intensively on the game design to ensure the experience was engaging, avoiding frustration or boredom. This pursuit led us to refine the mechanics and add elements that kept the player’s attention and interest.

© 2024 - Nathaly Kalantar Portfolio.

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