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Tales of Lemuria

Project Summary

Role: Game Designer & Programmer

Team Size: 3

Genre: 3D Action-Adventure
Engine: Unity

Duration: February 2024 - April 2024

Status: Completed​​

Overview

Tales of Lemuria is a 3D action-adventure prototype built in Unity, where players assume the role of the last guardian of a tribe during an alien invasion. The project was developed over the course of three months as a collaborative university assignment. Focusing on melee-based combat, environmental puzzles, and stylized visuals, Tales of Lemuria merges combat with exploration and progression. The art direction is characterized a minimalistic stylized tone.

Development Notes

  • Co-developed with a 3D artist who handled all visual asset creation.

  • Collaborated with a music/SFX artist to implement audio and environmental ambiance.

  • Used Git and Trello for version control, task management, and milestone tracking.

  • Designed all gameplay and combat mechanics, as well as all core gameplay systems.

My Role

Led the design and gameplay implementation for Tales of Lemuria, a second-year game prototype focused on deliberate, readable melee combat and methodical exploration.

  • Owned core gameplay systems: built the combat behaviour, enemy AI, healing/damage, climbing/mantling, interaction prompts, and puzzle logic.

  • Shaped the combat feel: tuned attack timing and windows, added hit reactions with subtle pushback, and blended animations to keep strikes weighty but fair.

  • Designed encounter flow: crafted enemy patterns (patrol → detect → chase/attack → retreat) and arena pacing to reward positioning and patience.

  • Built traversal & interaction: climbable volumes, ledge/mantle checks, and simple environmental interactable (levers, gates, doors) to manage combat beats.

  • Scripted the demo’s finale puzzle: a three-node “core shutdown” sequence—eliminate specific enemies to shut down a core; disable all three cores to unlock the exit.

  • Integrated audio & VFX: implemented SFX/music cues and combat feedback in-engine, iterating with a composer/SFX artist to support feeling and tone.

  • Collaborated cross-discipline: partnered with a 3D artist and a Musician, used Git for version control and Trello for task tracking.

  • Delivered a stable, showcaseable build in 3 months, balancing scope against polish and making cuts to protect the intended combat identity.​

​Exploring C#

  • Scripted core gameplay systems including player combat, enemy AI, healing/damage logic, and interaction systems.

  • Created a climbing mechanic for vertical traversal.

  • Developed an interaction system for objects, puzzles, and combat targets.

  • Implemented a puzzle sequence where the player must strategically defeat enemies to disable three energy cores to complete the level.

  • Used Mixamo animations and Unity's animation tools for smooth blending, attack windups, and enemy hit reactions.

  • Integrated all audio logic, ensuring environment sounds, VFX triggers, and music transitions worked in sync with gameplay.

Enemy Design​​​ & AI

  • Designed all enemy archetypes and programmed their behaviours: Basic enemies with chase and attack logic. Larger enemies capable of guarding the cores.

  • Implemented state-based AI (e.g., patrol, pursue, attack) with trigger-driven transitions.

  • Balanced AI timing and damage windows to support a slower, more strategic combat style.

​Player Mechanics & Combat

  • Developed a deliberate combat system focused on anticipation, spacing, and clean animation feedback.

  • Integrated stagger and pushback reactions for enemies, enhancing hit impact.

  • Designed combat to feel readable and fair, rewarding player adaptability.

  • Tuned animations for visual clarity during attacks, recovery frames, and hit confirmation.

​UI & UX

  • Designed minimalistic UI to match the stylized aesthetic.

  • Implemented interactive prompts for puzzle and object interactions.

  • Created visual indicators for damage taken, health recovery, and interaction availability.

  • Handled in-engine logic for music and SFX cues, improving player immersion.

Full Gameplay

mePic.jpg

Hello!

I'm Filippo, an Italian-Born Game Designer living in London. I recently graduated from UEL with a First Class Bachelor of Arts in Game Design. My specific focus is Combat Design and I have 4+ years of game development experience primarily in Unreal Engine and Unity. 

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I absolutely love to create; more specifically, I love creating mechanics that subtly teach the player through gameplay. My main focus is combat design so it comes to no surprise that some of my favourite games are Sekiro, the Ninja Gaiden series, Sifu, God of War, Hollow Knight and Elden Ring. I also clocked thousands of hours on RPGs such as the Elder Scrolls series, the Diablo series, Baldur's gate 3, Final Fantasy X, The Witcher 3 and Cyberpunk 2077. ​​

When I'm not making or playing videogames, I love reading, cooking, coffee and dogs. If you enjoy the stuff I've been making, please feel free to reach out!

 

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©2022 by Filippo Angeletti

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