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Film Clapboard

Feral: Awakening

Feral Awakening is a top-down real-time combat-focused roguelite set in a fantasy world ruled by sapient animals that tasks the player with venturing through floating islands, perilous dungeons, hostile pirate ships, and other environments to take down a mad scientist who aims to return the populace the less evolved ways of their ancestors.

Project Role

Creative Director
UX Designer

Team Size

6 Designers
3 Programmers

1 Hard Surface Artists
3 Concept Artists
3 Character Artists

Time Frame

November 2024 (Active-Development)

Project Introduction

Feral: Awakening is a collaborative project born out of a shared passion for game development and a commitment to excellence. As a group of recent graduates navigating the competitive job market, we united to create a game that showcases our diverse talents and dedication to the craft. This project is more than a creative endeavor—it’s a demonstration of our ability to work as a cohesive team, tackle challenges, and deliver a polished, engaging experience. Through Feral: Awakening, we aim to not only captivate players but also present ourselves as industry-ready professionals eager to contribute to the future of gaming.

Project Reflection

[ Fill in when project completed ]

Start Screen Wireframe

Designing a starting menu for a top-down ARPG game is something I've never attempted so I tried to look at a few different games to gain inspiration for a menu, originally I wanted to strive towards the likes of Blizzard's World of Warcraft, but I slowly leaned more towards Halo Reach as when you load the game it asked you if you wanted to jump straight into the campgain or explore the main menu to see the other options. 

FA_Start_Screen_Wireframe.png
FA_Main_Menu_Wireframe.png
FA_Start_Screen_Wireframe.png

Main Menu Wireframe

With a starting screen that loads first, I decided to make a simple main menu that would allow the player to start a new campaign or load their previous save, I also added the ability to change the settings through the options tab. Now with the game being indie, rather than having the player experience a credits screen upon completion, I wanted to make it an option available to view from the main menu, that way when they defeat the final boss they can start to do end game content straight away.

FA_Main_Menu_Wireframe.png
FA_Main_Menu_Wireframe.png
FA_Main_Menu_Wireframe.png

Load Save Wireframe

The loading save layout was something that went through a few different iterations as this originally was going to be the character select for starting a new campaign, however, when the idea of saving your progress came along it made more sense for this to display the characters you've played. This layout was also influenced by a variety of MMORPGs from World of Warcraft to Final Fantasy,

FA_Load_Save_Wireframe.png

Character Creation Wireframe

The character creation menu is influenced by Risk of Rain 2 and took a few interactions. One design had the characters displayed on the left and the text information on the right-hand side of the screen, however upon wanting to make it more understandable I chose to use have the information appear under the character buttons.

FA_Character_Creation_Wireframe.png

HUD Wireframe

The Hud layout is something that I've been playing around with the most as I don't know how exactly I want to lay it out as I want the player to have as much screen space as possible so I might eventually change this to be more centred rather than on the left hand side of the screen.

FA_HUD_Wireframe.png
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