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KORÉ

2020

Koré is a 3D puzzle game utilizing diorama-esque environments with the dynamics of two seasons.

Using the traits of a Cloud and Water Nymph coupled with the control of seasons, the player can manipulate the environment to bring these two lovers together.

 

Responsible for:

  • Creating and ideating with a Design Document and Art Bible

  • Organizing sprints and communicating with team members to find creative solutions

  • Designing engaging mechanics and puzzles using the diorama block system

  • Creating music for the puzzles and menus

  • Communicating the team's ideas to peers and professors with presentations, box art, and trailer

Design / Management

                   Nathan "ZeWei" Malota

         Programming / Tech

                   Jasper Gau

                   Claire Rodriguez

         Character / Envrionment Art

                   Naomi Masterson

                   Savannah Shuff

Koré Trailer (STUDENT PROJECT)

Koré Trailer (STUDENT PROJECT)

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LEVEL DESIGN

As Koré is a puzzle game, the level design had to be treated with great care. The diorama design meant that the player would need to think in 360 degrees around the space, and as such the levels account for this.

Watch the walkthrough here!

(Sound on!)

Koré Puzzle Design Walkthrough

Koré Puzzle Design Walkthrough

Play Video

LEVEL ONE - TUTORIAL

1. Starts in summer. W (left) walks up structure, is blocked by leaves.

2. Switch to winter. C (right) walks up structure and onto platform.

3. Player possess platform, moving it to the other side.

4. C moves to the edge of structure. Player learns she can gust leaves away.

5. Switch to summer. W moves down to the water either by falling or using the platform to descend (pictured). Player learns W can swim in the warm water.

6. Switch to winter. C moves down to the ground either by falling (pictured) or using the platform to return to stairs.

7. Both characters meet at the Kore statue.

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Player view

Top view

LEVEL TWO - LOVE

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Player view

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Top view

1. Starts in summer. W (left) walks over, is blocked by leaves.

 

2. Switch to winter. Player learns that C (right) can walk over the frozen water, and gusts the leaves away.

 

3. Switch to summer. W walks up stairs and onto structure.

 

4. Player possesses platform and moves W to the other side.

 

5. Switch to winter. C crosses the gap along the frozen river.

 

6. Player possesses platform and moves C upward.

 

7. Both characters meet at the Kore statue.

ASSUMPTIONS:

          W can swim through and around to get to stairs

          C can gust leaves from diagonal angle, but still blocks off W

          C can go through rightmost corridor (dead end)

LEVEL THREE - BRIDGE

Player view

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Top view

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1. Starts in summer. W (left) walks up the stairs and is blocked by leaves.

 

2. Switch to winter. Player learns that large platforms can move on two axes, possessing it and moving C to a section of ground below the structure.

 

3. C blows the leaves onto the button, which drop two marble blocks down one unit. Player learns the functionality of buttons.

 

4. Switch to summer. W moves onto the newly moved blocks.

 

5. Switch to winter. Player moves C back to the platform, possessing it, and walks C up the steps to gust the leaves past W.

 

6. Both characters meet at the Kore statue.

ASSUMPTIONS:

          C should first go straight with the large platform, as the functionality of

                 large platforms has not yet been taught.

LEVEL FOUR - TUNNEL

Player view

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Top view

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1. Starts in summer. Switch to winter. C (left diagram) walks behind W and gusts leaves into button, which opens up top railing and closes bottom railing.

 

2. Switch to summer. W attempts to swim through the water and Player learns that W can fall through if there is nothing under it.

 

3. Player possesses large platform on the side (bottom diagram) and moves it, revealing open space where W is.

 

4. Player learns that characters can stand on the side of the platform, moving W onto it and moving the platform over and up to ground level.

 

5. Both characters meet at the Kore statue.

ASSUMPTIONS:

          C should walk around and blow the leaves out of the way for W to press

                 the button. (Gust will not go through railings.)

          Additionally, the other railings will throw the player off guard and make

                 them question their assumptions.

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Side view

TOKENIZATION

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SPRINT EXAMPLE

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REFERENCES

Games pictured

Monument Valley

Bad North

Animal Crossing: New Horizons

Mekorama

Loco Roco

Captain Toad: Treasure Tracker

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OTHER DOCUMENTATION

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