WARCRAFT III: THE KEL'THUZAD'S WRATH

PROJECT DESCRIPTION


 

MY RESPONSIBILITIES​

  • Game research and breakdown.

  • Paper level conception - to photoshop - to editor implementation.

  • Designed and handled implementation of unique ally and enemy AI behaviors.

  • Designed and implemented unique items and psuedo puzzles.

  • Crafted and implemented mission structure with side missions.

UNIVERSE

The almighty lich king Kel’Thuzad is looking to regain his former self (his original human mage form). He now believes that this transformation will bring him tremendous power which can’t be obtained by being an undead.

He aims to accomplish this process by sort of his new "plan", but in order to execute his new plan he needs to sacrifice 1 champion from each of the 4 groups (i.e. orcs, humans, elf’s, and undead). By knowing this fact, he teleports 4 selected champions by him into an alternate dimension.

WHAT MAKES THE PROJECT UNIQUE?

  • A fan theory brought to life.

  • Exploration / survival themed with squad based strategy.

  • Different type of enemies, puzzles, items, and powers.

GAME SCREENSHOTS

ROLE
TAGS                     
VIEW                       
PLAYERS                   
ENGINE                   
PLATFORM                    
DURATION
CALENDER
Level Design
Exploration, Survival, RTS
2.5D Isometric
Singleplayer
Warcraft III Editor
PC           
3 Months
2014 October - December
“The Kel’Thuzad’s Wrath” is a resurrection tale of a death knight who wished to conquer the realm of the humans to himself.
 
This mod of Warcraft III features survival, exploration, action, and strategy - presented as a blend and as an homage to the original game. 
 

MY EXPERIENCE

DEPENDENCIES

Game Research

Level Design

AI Design

Item Design

Puzzle Design

Character Design

Narrative Universe

Quest Design

Game Balance

Cinematics

TOOLS

Word
Excel

Warcraft III Editor
PowerPoint
Photoshop
SketchUp
Perforce

Premiere

At first when I decided to work on a mod for the game, I first wanted to explore what the game stands for, hence I took my time in understanding what the game is, and how it can be manipulated for my use.

I followed a strong timeline for the development of the project - starting from the production with some documentation of the concept, thereafter paper prototyping the planned design, then to Photoshop the digital version of the design, and then I tried SketchUp for better visualizing the concept, and then I finally ended up with in engine editing.

 

I was also working on the characters and the universe in correlation to the layout of the level. My main intentions were to present the player with “challenge and fear”, making them feel like they are in a survival squad based battle-royale while death is slowly crawling upon them.

 

There aren’t many complaints for me in this project; But if I had to be picky about something, I would definitely choose the AI of the characters, to make them stronger and smarter than compared to what they are now.

PERSONAL COMMENTS

WHAT WENT RIGHT?

  • Time management and implementation of the planned design was pretty good (pre-production to post).

  • Ample amount of time was spent in polishing design details and making the level bug-free.

  • Constant playtests and iterations helped me to look at the level from different playstyle perspectives.

WHAT TO IMPROVE?

  • I realized crafting functional and believable AI is no small task.

  • The final level ended being a little too lengthy for a single sitting experience.

PORTFOLIO REJECT - WARCRAFT III MISSION
The Mission' is a 1-hour custom campaign mod created for the game “Warcraft III” as a part of an Intensive Week Project in our University.
This mod is about peasants rising against their oppressors for salvation of the kingdom. The project was completed by a team of 30 people over the course of 5 days.