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HEAVENFALL

GENRE

Action, First Person Shooter, Spell Combat

ABOUT THE GAME

Heavenfall is a First Person action game where you as a newly formed demon with no knowledge of how you got there, must fight your way through the planes of a Dante's Paradiso inspired heaven to demand answers from the Eternal One.

Heavenfall is the Major Production piece designed and produced at the end of year two of the Game Design and Production course.

ENGINE

Unreal

ROLE

Producer and Designer (Gameplay, Level, Narrative, Sound)

NOTES

Heavenfall was an ambitious project in a genre and style I am not normally comfortable with. Designing combat mechanics that feel good, while trying to maintain some unique elements was a huge and time consuming challenge, however, the experience taught me the importance of working with a great team of people to create a solid project.

Release

December 2024

Publisher

Academy of Interactive Entertainment (Study Project)

Studio

Team Dabbath

Platforms

PC - available at itch.io

GAMEPLAY MECHANICS

​Implemented

  • First person combat

  • Spell combat mechanics with multiple ability types

    • Basic ranged abilities

    • Basic melee abilities

    • Powerful spell abilities with cooldowns

  • Overcharge mechanic slowing down basic abilities when filled to discourage basic ability spamming​

  • Expansive single level (gameplay slice)

  • Locked areas requiring keys for advancement

  • Different spell types

  • Multiple enemy types with individual mechanics

  • Combat arenas with weighted random enemy spawns and locks preventing progression until enemies slain

  • Health restore pickups from slain enemies

  • Boss enemies with unique themed mechanics

  • Voiced protagonist, narrator and boss enemy

Designed, Out of Scope or not implemented

  • Multiple levels with unique visual aesthetics to provide progression through the planes of the heavens

  • Further unique enemies with individual mechanics

  • Essence mechanic where using basic melee and ranged abilities fills a meter which allows enhanced spell ability versions

  • Multiple unique bosses with individual themed mechanics

  • Mini-bosses guarding progression keys

  • Ultimate spells collected from bosses with themed design

DESIGN DOCUMENTATION

LEVEL DESIGN

GALLERY

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