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ABOUT PASTOPIA

A 3D open-world adventure game for all to learn AI and coding skills at warp speed!

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Team Size

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Employment Duration

Game Info

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  • Genre: 3D, Open World, Sci-Fi Fantasy, Education,  Puzzle

  • Team: About 13 members in the development team.

  • Tools: Unity, Adobe Photoshop, Adobe Premiere Pro, Audacity, Miro, Sketchup, Google Docs, Slides and Sheets

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Game Engine

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Platform

Game Description

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  • Pastopia is an open-world puzzle adventure game about loss and redemption. Begin your journey as Korii, a Wanderer of Forgotten Realms, intent on restoring secrets to once-forgotten lands that held meaning to a civilization lost. 

  • You'll traverse expansive landscapes, solve intriguing puzzles and unlock surreal memory dimensions that will equip you with the coding skills you need to restore this once sophisticated and grandiose civilization to its former glories.

Winner of Best Game Technology at the SEA Game Awards 2024

Summary of My Contributions

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  • Helped built and develop the level design of the Tutorial Area and Temple Grounds of the game.

  • Develop the design of Thala Dam to teach players new topic of coding, as well contribute in designing new level feature and mechanic in this area.

  • Drafted and help the development of multiple UI and UX in the game.

  • Help storyboard and contribute in the creation of multiple cutscenes in the game.

  • Documented various aspect of the game design for recording purposes

  • Documented and develop the economy and progression system in the game

  • Develop and contribute in the game and level design in Thala area and Damir area (Sea Stacks and the Tower).

  • Conceptualized and develop the design of the companion feature and system in the game.

  • Assisted in SFX and audio design in the game.

  • Helped QA and report bugs in the game.

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Notable Design Contribution

Helped in contributing and developing the game and level design in multiple places in Thala (first area of the game).  As this game is meant to teach coding and the first area is sort of the introduction chapter to it, I helped design levels and structures that allowed to act as fun puzzles for the player to solve but also acts as problem question that help teach and guide player to solve the puzzle through coding.

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Design and conceptualized puzzles and structure used in the first and second area of the game where it still promotes and encourage player to learn and code to solve puzzles but also able to be fun in the more conventional gameplay way of puzzle-solving such as adding elements from platformer, jigsaw puzzle, match 3, and other game elements into teaching coding.

Designed and conceptualized architecture and structures that were used in the level and puzzle design as the game has a theme of restoration, I helped in designing the gameplay to fit the game theme of player using coding to create structures to restore parts of the world. 

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©2022 by Wong Ying Fu. Proudly created with Wix.com

One of the core experience and gameplay concept I design for this game was to enhance and make sure that the player feel that they are actually fighting a robot. As many souls game use beast and monsters that have a conventional HP and need to deplete it to defeat it. To give the game a unique twist, I designed the enemies to only have a stagger bar and to defeat it, they must staggered the robot so that it will reveal its heart and only then they can be destroyed as an automaton unlike things that are alive is that robots will never get tired and will keep doing what it supposed to do unless its core component is damaged. 

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The focus in the combat gameplay experience and design was to  have that feeling of impact and grit in their attacks and when they get hit. We try to achieve this with myriad of stuff just to make the combat and the player hits to actually give out that feel of contact such as hitstop, hit vfx, sound effects, animation and camera shake, all of this to make sure player feel satisfied when hitting the enemy, especially during a parry.  

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