Krystal Kwest is a fixed screen 2.5D platformer that I made in Unreal during my GAME 712 class at SCAD in the Winter Quarter of 2026.

I was provided a template to build my level on that established the camera settings and level frame, character movement system, and provided a blueprint for adjustable ladders and drop floors. I modeled and textured all of the 3D assets, and scripted their functionality in Unreal Blueprint. I supplemented these with particle effects and a skeletal mesh obtained on the Fab store, and sound effects from Freesound.org. I also designed all UI elements in the game, using Adobe stock images as my base for many.

Gameplay

Level Design

I designed the map for Krystal Kwest with the intention of teaching the player the basics before allowing them more freedom and exposing them to more challenging areas.

To accomplish this, the player begins in a more linear “tutorial“ section of the map, where they have to use the basic mechanics of jumping and crouching in order to progress. They are also introduced to the smasher hazard and the drop floor, ensuring that they know how those will function when they encounter them later.

After clearing this area, the player emerges into a hub of sorts, where they can choose which section of the level to engage with, depending on their preference or comfort with the mechanics they have learned so far.

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Simply Fetch the Eggs