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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 the implementation of unique ally and enemy AI behaviors.

  • Designed and implemented unique items and pseudo puzzles.

  • Crafted and implemented a 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 all of this with his new "plan", but in order to execute his plan he needs to sacrifice 1 champion from each of the 4 groups (i.e. orcs, humans, elves, and undead). Knowing this fact, he teleports 4 selected champions into an alternate dimension.

WHAT MAKES THE PROJECT UNIQUE?

  • Fan theory brought to life.

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

  • Exploration and survival are the core themes for the gameplay experience.

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 humans for himself.
 
This mod of Warcraft III features survival, exploration, action, and strategy - presented as a blend and as an homage to the original game. 
MAP TAG

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

Before beginning, I spent a good amount of time to understand Warcraft III gameplay systems. 

 

I followed a strict timeline for the development of the project. I started by documenting the concept, thereafter paper prototyping the planned design, then I did the digital version of the design on Photoshop, and then I tried SketchUp for better visualizing the concept in 3D before working inside the Warcraft III editor.

Map Final.jpg

I was also working on the characters and the universe in correlation to the layout of the level. My main intentions were to make players feel like death was 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 make the AI smarter and better.

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 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 creating functional and believable AI is no easy task.

  • The final level ended up being a little too long 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 at our University.
This mod is about peasants rising against their oppressors to save their kingdom. The project was completed by a team of 30 people over the course of 5 days.

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