Bloody vengeance and demonic power, where shadows satisfy their desires
Become Tarkhal, a villager consumed by vengeance. Make pacts with witches to master demonic powers and satisfy your needs as a ruthless vampire in the art of cunning and stealth.
- - - - - - - - - Presentation - - - - - - - - -
The blood pact
In a forgotten past, three witch sisters ruled over a village until challenged by the Utukku. Tarkhal, shattered by his family's death, embarks on a quest for vengeance.
To gain the power, he makes a pact with mysterious witches who help him as much as they use him to accomplish their goal.
But each ritual demands a tribute. As he progresses, he uncovers a darker plot: the Utukku have enslaved other villages.
- - - - - - - - - - - - - - - - - - - Level Design - - - - - - - - - - - - - - - - - - -
The hunting ground
I wanted to base my design on a village whose foundations are built on a high hill,
so that players can opt for different phases of approach to its verticality and the feeling of an organic city that has adapted over time.
I wanted to respect the layout of the neighborhoods and the places where people pass through.
I integrated the narrative element of the possible location of the witches' camp into the plan.
I integrated the narrative element of the possible location of the witches' camp into the plan.
The hunting ground
The village is laid out in the form of several districts, each with NPCs on specific routes and others offering quests.
Each of these places gives us an idea of their function and how they have adapted to the environment.
Playing on several aspects of verticality between variations in terrain and those of a social need.
Playing on several aspects of verticality between variations in terrain and those of a social need.
Hunt or be hunted ?
Offer players several approach phases, and be on constant alert.
Offer an environment with advantages and disadvantages to hide your presence and satisfy your bloodlust.
Offer an environment with advantages and disadvantages to hide your presence and satisfy your bloodlust.
Patrols criss-cross the village and become more important depending on the level of suspicion.
Make your way to the most isolated targets.
Make your way to the most isolated targets.
- - - - - - - - - - - - - - - - - - - My feedback - - - - - - - - - - - - - - - - - - -
A new blood
I thought about the design of the village and how to articulate its structure trough several phases of approach without distorting it.
Helping to choose the type of iconography, while keeping the basic aspect of the game around stealth.
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