Sara Eskandari's profile

Project Vani [Capstone]

Sara Eskandari
Associated coursework at the University of Michigan: 
ARTDES 300: Creative Character Development; ARTDES 402: Capstone
Forward
The goal of my senior capstone project is to create a proof of concept/vertical slice demo of action adventure game, which showcases key mechanics through first boss and introduction to hub world. This slice will thematically refute the glorification of violence in gaming through animal conservation missions in a fantasy world.
Project Purpose
Deliverable: Create a product as a suitable portfolio piece for indie development role applications and potentially for independent studio kickstarter
Conceptual: Deconstruct action adventure genre by creating a high-tension environment game could uphold a message of conservation and nonviolence

Quick Look
Engine: Unity 3D
Genre: 3D Action Adventure Fantasy
Deliverable: Working Demo of vertical slice
Presentation: Conference Style Showcase Booth (Sign, Desktop)

Story Hook
Project Vani takes place in a small, secluded village deep in a forest. These people, the Sima, live alongside massive, mystic creatures that possess immense magical power. You are Vani, the recently trained Alchaemist, now in charge of gathering magical components from these creatures to help your fellow townspeople, and the creatures themselves.

Gameplay
Similar to Shadow of the Colossus, core gameplay surrounds scaling great beasts through means of climbing and teleportation. However, rather than working to deliver a killing blow, the player works to harvest alchemical components.
Reach Goal: Alchemical System. Gather components through stealth/foraging/farming

Part I: Character Design
First, I built a functional rig for my protagonist, Vani, as a part of my 3D Character class. My key inspiration for Vani came from ancient Persian clothing, modern farmers, climbing gear, and media influences including Nausicaa of the Valley of the Wind, The Legend of Zelda, and Journey.
Initial character sketches for Vanihita. 
Final character turnaround for Vanihita.
3D Modeling, sculpting, and rigging process of Vani in Autodesk Maya and Mudbox.
3D Model Turnaround
Part II: Project Vani Vertical Slice

In the second half of the year, I embarked on creating a vertical slice demo of Project Cani. I explored the collage-like nature of video game design for they are as much curation as creation. Materials and myth were modeled, constructed, sewn, repurposed, appropriated, edited, and composed in order to create a holistic experience. In particular, Project Vani's gameplay deconstructs the action adventure genre by subverting audience expectations of a hero versus beast adventure. Rather than move to slay a monster, the player is guided to build empathy with a traditional giant beast by developing a symbiotic relationship. They put themself in danger to clean and care for the Karkadan, a Persian mythological creature, while harvesting alchemical materials for their townsfolk. Key gameplay features a climbing system package developed by Dias Games.
I first began by adding a simple player controller to my rigged model. This allowed me to immediately begin building the level and gameplay.
Some in editor footage of the gameplay. Project Vani needed to be run on a loop with live tutorial elements as this would be displayed in an art gallery with no active guidance and limited technical support.
Purchased assets & other materials funded by ArtsEngine Microgrant.
Project Vani [Capstone]
Published: