Copyright © Kate Orr 2013
Story of the Game: Digging up Imly
A few summers ago, I spent 3 weeks building a giant patio in the backyard.
Chopping through dirt, clay, and tree roots for several days, and then filling the hole up again with tarp, gravel and sand, is an experience that might not change your very soul, but it will at least change your biceps and give you plenty of time to think as you shovel.
I started forming the idea that would grow into Imly’s story. What if we found treasure? What if we found a body? What if we found a whole building underneath? What if, like so many fairy stories, we found an enchantment or a curse?
Though it started as something to keep my mind occupied while I was digging, I wanted to see where the story would go. I started writing the outline: The story of a buried palace, dormant because of a curse, waiting for its hero to come home.
IOS Puzzle Adventure Game for ipad
The creation of Imly afforded me the opportunity to serve as Project Lead, Game Designer, Art Director, and Story Designer.
Team size: 12
Length of Production: 7 mos
As Game Designer
Although Kismet for Unreal Mobile was new to me when I began this project,
I had fun learning how to use it, and figuring out how to bring the game to life.
Designing the functions of the game became directly dependent on my own ability to make them work, and the limitations of the program itself.
Ideas were created, changed, and cut based on the technical aspects. Keeping the mood of the game intact, and continually exploring new techniques was the most important aspect in creating Imly.
As Art Director
The storyline is influenced by Celtic folklore, so our art style is influenced by Celtic artwork, both ancient and new. The style of Cartoon Saloon’s The Secret of Kells and Nintendo’s The Legend of Zelda: The Windwaker helped develop Imly’s look and mood.
The brightness and high visibility that was used in Imly’s artwork helped facilitate better visibility for the mobile devices and gameplay, as well as complimenting the storybook feeling.
To help our concept artists capture the vision of the levels, I blocked out 3D models
of levels, created reference libraries, had numerous doodle-
As Project Lead and Narrative Designer
Efficient teamwork and team direction is approached in much the same way as game design. To complete an objective, communication must be clear, team members must understand the role they play within the team, and the work must be rewarding.
To keep the production process clear, consistent, and positive, I implemented bi-
Imly’s story needed to provide motivation for the player to continue playing and
also inform the team as to what kind of world we were creating. Emphasis was placed
on the sense of urgency and the story’s through-
To help document the process, I kept a production journal and sketch journal in addition to the documents linked on the right.
This Box of Kismet -
If the previous puzzles are completed, the room has been accessed by the player, and the player is within a certain distance of the left stone, the left stone will respond if tapped.
The response is to trigger an animation of the middle stone rotating 90 degrees clockwise, disable the other stones from registering a tap while the stone is rotating, and register if the location of the stone is rotated to the correct position to help solve the puzzle.
Each stone movement has the same series of functions. Since tapping the middle stone moves two stones, there are 4 sequences per puzzle.
As Level Designer
The gameplay had to fit within our 8-
Using the Library and the Throne Room of the castle allowed me to design puzzles based upon objects that might be found within the rooms.
In the Library, the player discovers portraits painted of the ghosts, as they were in life. As each portrait is placed, the player is able to learn more about the story of the ghosts, and why Imly is chosen for this quest.
This enables the player to expand the story as the puzzle is solved. After all portraits are in place, the player can move on to the next puzzle on the second floor.
The book puzzle consists of the player selecting the correct order of books on the shelves, based upon riddles inside each book. Each riddle’s answer is the title to the next book. Once the correct book is chosen, it flies down to the first floor, triggering a hidden switch in the desk.
The library’s treasure is now revealed, and the player can move on to the Throne Room.
The Player Looks Around -
This sequence gives the player the ability to rotate the active camera from any of the footstep platforms.
This Box of Kismet -
The player chooses places to explore by tapping a footprint circle, and is transported to that location.
Each footprint circle has a different camera attached. The player then can “look around” by tapping one of the directional buttons on the lower left of the screen, which rotates the active camera.
During cinematic events, the camera buttons are disabled, to avoid conflicting information. This also ensures the player will be able to see cut scenes properly.
For contact information, please address firstname.lastname@example.org
Project Lead -
Environment Concept Artist -
Character Concept Artist -
Character Modeler -
Texture Artist -
Character Modeler -
Texture Artist -
Environment Artist -
Darren T. Lodwick
Lead Sound Designer -
Special Thanks: Nick Marks -
Joe Cannavino -
Andra Navarette -
Our Friends -
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Design Document -
Original Game Concept of the 1st Level
Asset Creation Process
Naming Conventions -
How to submit work
Game pitch idea for an Action/Adventure RPG style game.
The storyboard layouts are for a theoretical game trailer.
See bottom of page for Stone Song’s story.
Whether or not the full backstory is revealed to the player, the development team should know what drives the characters, and the gameplay. This helps facilitate a more consistent design and immersive player experience.
I write short character-
Plunder is a fast paced, treasure hunt themed board game,
conceived and prototyped by our 4-
All materials and documents are original works created by team members.
See bottom of page for Imly’s Story
Turning the Stones -
This particular sequence enables the middle stone to rotate when the first stone is tapped.