
current project
sail for the moon - wip
"Salmoon" is the current project I am working on. This island as an exercise for bettering my level design skills. The final version will be printed and feature concept art for the game, as well as a narration centered around the occult salmon.
In this project, a mixed media approach will be employed, incorporating analog painted ink textures for material shaders.
Keywords: occult - salmon - night - rain - gravity - tundra - light pollution
Details
Game:
Tools:
Developer:
Coaches:
Time:
Context:
Occult Salmon Stealth Game, PC
Unreal 5.2 (Blueprint), Procreate, Blender
Solo Project
David Witzgall
Prof. Susanne Brandhorst
2023 - June 2023 - currently
3rd semester level design & concept art project



LEVEL DESIGN
Floorplan & Level Design Document
Level Design Document
Goals: Reach the lighthouse, which constantly illuminates the island and harms you while also providing assistance - The light must be extinguished.
Elements:
Lighthouse
Light of the lighthouse
Damage
Higher jumps
Salmon - Protective object
Rivers
Checkpoints
Stones
Trees
Helper objects - new location → unlocks the way back (tree trunk downwards)
Questions:
What does the lighthouse do? - It levitates objects and harms me.
Why do salmon/stones levitate? - They are illuminated by the light of the lighthouse.
How do I avoid taking damage? - Keep the salmon with me - upon obtaining the salmon, an area with a wide space where you cannot hide will automatically trigger an interaction.
How do I reach the lighthouse? - Keep progressing upwards/forwards.
How do I climb the cliff? - Use the salmon's resistance for higher jumps.
How do I cross the river? - Certain trees can fall (?) to create a bridge.
How do I recharge my salmon? - Put it in the river → glowing spots (like the salmon) with particle system, you must pass by them.
How do I retrieve my salmon? - More salmon are available at the river checkpoint.
How long does the protection of my salmon last? - Passive light radius in a different color.
Where do I need to go? - Follow the water flow/fall and the lighthouse.
Sequence:
Player starts at the foot of the island
sees the lighthouse.
In-game sequence - The lighthouse illuminates the island, stones/fish levitate - when the player is reached, they briefly lose consciousness.
Stealth area - Bushes/conifers protect from the light (light can be harmful).
Short walk - Player stands before a river (with a few particles) with a differently-looking tree - Checkpoint.
Interaction with the tree to make it fall → river crossing.
Stealth section - Reaching a river section that glows brightly (cross it using river stones to demonstrate the mechanic) - Checkpoint.
Lone salmon → Pick up.
Area without protection with low trunks, cliff, and waterfall (light can be useful).
Player now has a larger light radius and particles around them.
Confrontation with lighthouse light.
Sound/reaction from the salmon.
Player begins taking no damage.
Light becomes weaker.
Player must jump over small elevations.
Player can now jump higher.
Jump up the cliff (optionally, a tree falls to make it easier to go back).
Light radius becomes slightly larger again.
Larger area divided into 2 parts (the salmon must be utilized).
Player must cross a river - opportunity to recharge the salmon - Checkpoint.
Sees an elevated area with a tree.
Must reach it with a jump boost.
Tree falls.
River crossing possible (but no easy way back to recharge the salmon since the jump boost is needed to get to the other side).
Short parkour - Player must manage without the jump boost and hide when the light comes.
Small cliff - Player can only reach the top with the remaining jump boost (frustrating when it's empty?).
River for recharging - Checkpoint - The lighthouse is gradually getting closer.
Long and wide river.
River crossing by jumping on river stones in the water.
One hiding spot, otherwise, the area is very open.
Waterfall must be jumped up with the jump boost.
Short area with river stones → Land.
Brief passage through the forest.
Before the cliff leading to the lighthouse with lighthouse light.
Player stands before the lighthouse and has made it - salmon jumps away - swims toward the lighthouse light.
Floorplan
Screenshots - Blockout











THE STORY
Far away at night, there floats a taiga serenaded in light
A glimmer, a shine - far out in the moon lit brine
Navigator with pumice scales
Navigator with an unknown cause
Eyes of void that cannot closeRising for its aria.
On the canopy the moon - peaks.
For diverging ways, scorn by their kins
Beguiled ways, soon scorched their fins T
he light was a lure, it’s doom they meet
As the mesmerised fleetAnd the crescendo blinding - wailing - howling
Alevins swirling for the trees
Their glow is fading
The parents neglecting needs
Without their fertiliser - their glow will not succeedDraw the curtains!
Navigator with obsidian scales
Navigator you know your cause
Smite - the zenith dims
Lay to rest - the needs resortFar away at night, there stands a taiga veiled in fog
Salmon


Tree
Alevin
The Trees


Environment & Story





