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Masquerada: Songs and Shadows

Release Date: 30th September 2016

Studio: Witching Hour Studios
Engine: Unity

Masquerada: Songs and Shadows is a single-player tactical RPG set in a Renaissance-inspired city of magic, where real-time combat can be paused to set up elemental combos powered by Venetian-styled masks.

Job Title: Level Design Intern

Responsibilities included:

  • Collaborating with quest and game designers, artists, and programmers

  • Integrating quest NPCs

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Level Design​

  • Populating levels with NPCs to create a living, breathing world​

    • Planning and implementing patrol routes

  • World building via props

  • Invisible wall boxing to mimic a 3D space with 2D art

  • Integrating environmental VFX​

R

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dominic-chan-hallofsongs-exterior-final3

Image Credit: Dominic Chan

Base Map

dominic-chan-hallofsongs-l1-final.jpg

Base Map

Image Credit: Dominic Chan

Hall of Songs (Exterior and Interior)

  • Environmental storytelling with background NPCs

  • VFX

    • Falling leaves​

      • Gentle breeze across map

      • Localized under trees​

    • Glowing plantlife

    • Gentle flowing water​

xin-wen-tong-8.jpg

Base Map

Image Credit: Xin Wen Tong

The Bleeding Beetle

  • Environmental storytelling with background NPCs

    • Crowd watching performance​ at tavern area

    • Rowdy town

  • VFX

    • Mid-strength water currents​

xin-wen-tong-map-astiguary-detail.jpg

Initial Art Style Test

Image Credit: Xin Wen Tong

The Astiguary

  • VFX

    • Dust particles sparkling under sunlight​ through windows

    • Faint glow of light sources (lamps, fireplaces, plantlife)

peter-tanuwidjaja-gcsketch.jpg

Base Sketch

Image Credit: Peter Tanuwidjaja

The Golden Canvas, Bazaar

  • Environmental storytelling with background NPCs

  • Populated market crowd and shops​

    • Integrated props to fill market space from scratch with a variety of goods in shops

    • Horse carts parked at front of Bazaar

Overview

Working on Masquerada allowed me to become more familiar with how a 2.5D game is made to replicate the feel of a 3D space.

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​Making a static 2D map feel like a real, living 3D space required me to pay close attention to details in the environment, both virtual and real. By observing in the real world the way dust sparkles under the light, the faint glow of back-lit windows at night - even a flat image can be turned into a breathing world.

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dominic-chan-reg-overall-concept.jpg

Base Map

Image Credit: Dominic Chan

The Registry (Courtyard + Pale Isle)

  • Environmental storytelling with background NPCs

    • Training grounds​

  • VFX

    • Strong water currents​

    • Mist from waterfall

    • Flames

    • Glowing cinders in the air

    • Glow of lanterns and lit windows

  • Invisible wall boxing to create 3D space

©2021 by Tomomi Hikawa.

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