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Fenrir Unchained

Description:

“A 3D action platformer puzzle game based in a Norse mythology setting. Play as "Sköll" son of the giant wolf "Fenrir" as you try to free your father, so that he may fight the crazed god Loki attempting to unleash Ragnarök.

The player is given the abilities to jump, dash quickly, summon walls for defense, and the ability to summon spears from the sky to attack enemies. The player must use their abilities to overcome various types of challenges and obstacles including moving platforms, various traps, and enemy Vikings. Navigate past obstacles to find 3 seals, and break them all to free your father "Fenrir"”. The game is basically a fully playable concept demo created in roughly 3 months worth of work time.

Creation Tools: 
The game was created using the Unreal game engine, Apache Subversion for version control, Unreal Blueprints coding, and most of the 3D assets were sculpted and painted using 3D Coat then rigged/animated in Autodesk Maya. Adobe Premiere was used to put together the game cutscenes, marketing, and gameplay videos.

My Contributions: 
My main roles were Co-Design Lead, Level Designer, and Programmer. The game was basically split into 3 levels each increasing in difficulty. I was responsible for designing the last level where I tried to create fun challenges for the player like using their jump, dash, and shield powers in conjunction to avoid various obstacle combinations such as moving spike traps, crossbow turrets, and avoiding pitfalls or lava in order to find and pull 4 levers to open a giant door at the end of the level that “released Fenrir” to end the game with a cutscene. I designed the level layout placements inside of the Unreal Engine figuring out where to place everything (traps/buttons, platforms, decorations, etc). I also used Unreal Blueprints to code many of the assets including the moving spike traps (triggered timing + damaging the player when hit), crossbow turrets that encouraged the player to use their shield ability to block incoming arrow damage, elevator platforms activated by buttons, rotating platforms with specific speeds, the 4 lever switches that opened the door which then triggered the end game cutscene when activated, and other similar features that all needed coding. 

Gameplay Videos:

Fenrir Unchained Marketing Video

Documentation:

(Fenrir Unchained GDD)

(Fenrir Unchained TDD)

(Fenrir Unchained ASG)

Download / Play Links:

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