Nevergreen

Online Upgraded Build (2020): Itch.io

Involvement

Character Controller: Character controller that allows the user to move, and handles a lot of the events for picking up collectables. When I upgraded the project, improvements to how inputs were handled which helped remove the chance of missed frame inputs and slightly more responsive.

Arm Manager: The player BEC has 2 usable arms with 3 arms that could be collected (more were planned), a state manager was used to allow to toggle between arm states on either arm which would have allowed for arm combinations. Due to the limited number of arms used for the submitted build, this system was unnecessary but facilitated the required results (Flight, Glide, Cut, Repulse).

Collectables: Collectables were intended to increase the lore around the game, acting as a loose storyteller of sorts, without requiring the player to read or be flooded with information, letting the player piece together what they think happened. More were intended for the game but were cut due to time restrictions, a small UI by holding TAB would open up showing some of the unused collectables.

Environment Interactions: Interacting with the world was implemented in-part through the character controller, and the elements within the scene could interact back. The Moving log when BEC stands on it, cutting vines and picking up collectables and magnetic beams. I later added the small fireflies that fly around BEC, which now move and fly around points of interest as well to give the scene more life.

Editor Extensions: With only two programmers (who also had other assignments) time spent editing values in the editor would be time-consuming to test. Most components were made with this in mind to give the designers more room to test values without programmer input in a test environment. This made testing values such as movement, jump height, gravity, interaction delays, much easier, freeing up time to continue developing other mechanics.

AI: Although used sparingly within the game, the fireflies that float around BEC had some simple follow AI, they would bounce off any physical objects. Sadly, the submitted build did not give these much purpose, I improved these by giving them more life by flying to and from points of interest in the scene that the player is next nearby, and other elements such as bright flowers.


The Pitch

Nevergreen is a 2.5D platforming game, with the objective of the game to guide BEC, the main character of the game among giant forest and abandoned industrial factories in an exciting and atmospheric puzzle platformer, and discover truth behind BEC’s past and find out what happened to the world around her.

Videos

Trailer used for the assignment (2016).

Nevergreens credit sequence created by Brianna Rippon.

What

Nevergreen was the first group project as the first year final project at AIE. The first real-world experience working within a team with other Programmers, Artists and Designers, the projects purpose was to simulate making a group in a 'commercial' environment.

The scope of the project was relatively small as there was a lot of other smaller assignments that were involved, scope, design, art bibles, pitch presentations, etc. These things aside, the project was still very ambitious, submitting a fair chunk less than planned. The final product did demonstrate a proof of concept, and while not inheritantly fun on an excitement level, it did intrege a lot of players, who were more curious to learn more of the lore.

The Upgrade
I revisited this project in 2020 with a few days, updating the engine to Unity 2019.4 LTS, many additional features were introduced and bugs were fixed. I also ported the game to support WebGL which involved a few tweaks, additional improvements to art assets to shrink the build size by over 100mb and improve the scenes life by adding additional art assets and introducing more swaying shaders. Several other details were added, but a more collective list can be found on the itch page.

Team

Nevergreen was made as a group project involving multiple streams.

Artists

- Chloe Brett (Lead Character artist, Foilage artist)
- Alex (Lead Rigger, Particle Effects animator and 3D artist)
- Elizabeth (Lead 2D Artist)
- Maddie (Generalist - 3D art, 2D art & grass animator, Typographer sound engineer)
- Brianna Rippon (Lead 3D animator, 2D animator, Credits, Motion graphics)

Designers

- Mike
- Dai-Wei Pobjie
- Connor Urwin

Programmers

- James Kellie / SimplyJpk
- Hanih Saneen

Concept Art

The following was created by the very tallented artists, Chloe, Alex, Elizabeth, Maddie and Brianna.

Player Concept
Early BEC Design
Scene Design 1
Concept art for atmosphere
Scene Design 2
Concept art for atmosphere
Early BEC Face Design
Early BEC Face Design
Early BEC Body Design
Early BEC Body Design
Another BEC Body Design
Early BEC Body Design
Level Design
An early sketchout of the intended play area
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Scene Assets

Art assets used in the main scene of the project by our artists.

Abandoned Can
An abandoned can
Owl
An owl watching from the distance
Powerline
Worn out powerline
Collectable 5
One of many collectables
Wing Upgrade
One of the arms that can be picked up
OldSign
An old sign with no readable details
ExpiredBEC
Another BEC, however long since expired.
Tree
Very tall tree
Scaffolding
Scaffolding from a factory
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Leaf 1
One of many foilage assets
Leaf 2
One of many foilage assets
Leaf 3
One of many foilage assets
Flower 1
One of many foilage assets
Flower 2
One of many foilage assets
Flower 3
One of many foilage assets
Leaf 4
One of many foilage assets
Leaf 5
One of many foilage assets
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Downloads

During development documents were made for certain tasks ensuring marks for assignments. A few have been provided below, including the submitted build and a link to the online version of the game.

Online Upgraded Build (2020): Itch.io
Assessed Build (2016): Download 112mb
Game Design Doc: Download
Post Mortem: Download


Deployed: Thu Feb 09 2023 09:32:47 GMT+1100 from GitHub | Copyright © 2015-2025 James Kellie. All Rights Reserved.