The Savior is a project that was developed by my college group, we received the environmental theme and chose to make a puzzle platform game in which a firefighter named Bento needs to save victims trapped in places because of a landslide.
Protagonist:
This is Bento, the protagonist, his design was based on that of civilian firefighters, as he is working in dangerous terrain he is well protected with gloves, mask and boots.
The protagonist's design was based on the character designs from the game Valiant Hearts. At first, we considered not putting eyes on the characters, but then we found it necessary to give the character charisma.
This is the idealization of the protagonist, the inspiration for the game's theme was the tragedy that occurred in Brumadinho and Mariana, the idea was to make a character wearing the same clothes and equipment as the firefighters who worked saving the buried victims.
We also considered using another protagonist at the beginning, a woman who had saved people in real life was a good inspiration, but we had difficulty following through with the idea.
Non-Player Characters:
Benedict's mother.
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Jeffe, Bento's boss.
Fazendeiro.
Beto Alcantara.
NPCs (Non-Player Characters) as the name says are non-playable characters, they inhabit the environment in the game and are the characters that the protagonist interacts with, whether just talking or saving them.
For generic NPCs I created a body with several faces, hands, legs and clothes, and using their parts randomly saved time in development. I left the clothes white because it's easier and there are a lot more color possibilities if I edit them in the engine (I should have done that with the hair too, I realized now).
We had the idea of putting secondary characters in the HUD (heads-up display) to help the protagonist with more presence during gameplay, but due to lack of time we didn't implement it.
Some combinations made.
Environment:
The environment was the most complicated part to make, initially we started drawing it in just a PNG image, but it was too much work, so I changed to the tilemap method, which saved a lot of time.
Idealization of the tilemap system.
Grass Tilemap Completed.
Construction Tilemap Completed.
Some assets created.
Enemies:
The game's enemies were intended to be non-interactive objects; the protagonist simply takes damage if he collides with them.
Scorpio
Bat
Fire
Game & Level Design:
The game genre is Platform with Puzzle, and I believe that Game and Level Design should be done together so that all the player's actions work well with the environment, whatever it may be. Imagining the environment and what can be done in it allows for more creativity in the mechanics.
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Level design of the First Phase:
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Click on the image
Click on the image
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Draft of the idealization of the first phase.
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Idealization of Prototyping and mechanics.
Animations and Technology:
Para fazer as animações do jogo usamos algumas ferramentas do pacote da Unity; 2D Animation, 2D I.K. e 2D PSD Importer.
Credits
Programmers
Illustrators
Igor Ferreira
Game Designers
Igor Ferreira
Engineers
Igor Ferreira
Sound
Support
Leonardo Seiji
Tiago Santos
Acknowledgements
Prof. Alvaro Gabriele
Prof. Alan Carvalho
Little Messâ„¢ 2019