Dragon canyon

‘untamed skies’ dragon riding tutorial

Role: project lead, programming, mechanics design, level design

The first level in Untamed Skies is designed to teach the player flight controls and all other fundamental mechanics involving their dragon and rider in an airborne racetrack setting.

Taking place in a linear floating canyon above the clouds, players are introduced to the thrill of navigating obstacles and working as a team with their dragon mount to make it from the beginning to the end.

GAMEPLAY FOOTAGE

level highlights

1.dragon’s mouth cave

2.thread the needle

3.giant skeleton reveal

4.final challenge

level design breakdown

Specific gameplay moments are taught, tested, and challenged throughout the tutorial. Downward dive, lateral dodge, and wingsuit tunnel are the best examples of this principle. They are introduced in a tutorial moment early in the level, are reintroduced slightly later, and are finally seen again at the end of the level to challenge the player’s ability to navigate obstacles in rapid succession.

The tutorial is linear and generally takes the player consistently downward in height - this allows the player to continue to build momentum if they complete the level with minimal mistakes, since the movement system awards speed via downward movement. Maintaining speed will become important in future levels where score and time are taken into account.

This tutorial level aims to teach mechanics one by one, using time dilation and control prompts to safely show players how maneuvers work in specific situations.

gameplay beat overview

process and iterations

how the level evolved from rough sketches to a finished product

example: giant skeleton reveal

1.

3.

Starting with a whiteboard sketch, I had an idea for a visual spectacle that fits the theme of an “ancient dragon” level.

I wanted the player to be able to see a massive interesting landmark before realizing their path takes them directly through it - creating anticipation and excitement

In engine I created a dragon skeleton that has a long, Chinese dragon-like body so that the player would be able to fly through it’s vertebrae, fitting the slim, race track format of the level.

I added details such as wings, claws, and teeth all around the dragon skeleton to sell the spectacle.

2.

4.

I then cleaned up the sketch and solidified the idea - starting on a higher path, the player would overlook the skeleton landmark before diving down over a waterfall leading to said landmark.

It’s important that the player sees the landmark first, and goes near/inside of it second.

Finally I programmed a trigger volume that would create a mini cutscene by temporarily locking the camera and controls to look at the landmark before encouraging the player to drop down towards it.

The final result included, a reveal, anticipation, and a climactic series of obstacles inside the skeleton.

Next
Next

The Beached Battleship