Project Type: Personal Game Project, Gary & Susan Labovich 2024 Summer Research Fellowship Recipient
Contribution: Game Designer and Developer
Outcome: Currently Under Development
Discover the Art of Carriage Construction as You Investigate a Royal Murder
Cartwright is a personal game project born from my curiosity about carriage building. With a deep passion for RPGs with strong narratives, I envisioned an epic tale set in a fantasy world of mythical creatures, kingkillers, and the intricate craftsmanship of a cartwright—one who builds carriages.
I submitted Cartwright for the 2024 Gary and Susan Labovich Summer Research Fellowship and was awarded the grant to begin development over the summer. Through this opportunity, I explored the nearly forgotten art of carriage crafting, diving deep into research and game development to bring Cartwright to life.
The game is currently in development, and I am proud to showcase the results of my summer fellowship here in my portfolio.
Challenges:
- Defining the scope of a broad game concept and refining it into a manageable project within the 3-month timeline
-Learn to let go of ideas that don't fit the game
-Understanding of various design theories to establish a cohesive style
-Hiring artists for specific 2D assets and effectively communicating requirements
-Tracking down credible historical books and blueprints to research carriage construction
-Creating an HD-2D (™) inspired aesthetic within Unreal Engine
- Expanding knowledge of Unreal Engine’s visual scripting system
What I Learned:
-Game design documentation skills
- Key characteristics of a 2.5D or HD-2D™ aesthetic
-Proper etiquette, communication, and terminology when collaborating with artists
-The history, science, and artistry of carriage making
-Animating and programing sprites in Unreal Engine's Paper 2D (in a 3D world)
- Utilizing the Unreal Water System plugin
- Efficient implementation and manipulation of 3D objects in Unreal Engine
- Proficiency in Unreal Engine’s landscaping tool
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First steps: Creating a 3D landscape in the ocean to add 3D environment assets

Front view of cliff with 3D rocks. I arranged each rock one by one

Side view of cliff showing shadows from sun and rock alignment

2D pixel trees on landscape

Expansion of landscape and cliff

Careful placement of 2D trees with 3D rocks and logs

Main character (Raynor) 2D sprite implemented in engine

Raynor sprite movements and made into flipbooks

Raynor character capsule for collision, controller inputs, and camera angle

Night sky with both sprite versions of Raynor

Morning sun (testing the skybox cycle)

This was an accidental shot that I love because it looked so cinematic. It was taken about mid-project

Adding 3D buildings, Cartwright's smithy, and 2D objects

2D Parallax mountains to create a larger world feel, with bridge

Overhead shot of progress

The Cartwright and her tools

Raynor and the Cartwright at night testing the point light in the smithy

Creating a unique barn front from tilesheet

Front of barn with 2D griffin, dragon, and dragon egg sprites in stalls

Raynor on the west shore, showing collision and ability of sprite to go in water

Unreal ocean water luminosity at night tests

Carriage and barn during the sunset

Simple UI added for start of test level with animated cursor UI

"Potemkin Village" style barn (side view)
Original concept sketch of the land where Cartwright takes place

Finalized rough draft of map
