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Case Study · 03 / 05 Sep 2021 — May 2022

Epitaph 1997

Role
Level Designer · Producer
Context
NYU Game Center (2022 Showcase)
Engine · Genre
Unity · Action RPG · Horror
Link
Itch Page ↗

Overview

Epitaph 1997 is an Action RPG built in Unity, drawn from Chinese Taoist exorcism — a blend of Eastern horror and spell-craft combat. The project was highlighted in the NYU Game Center 2022 end-of-year showcase.

I led level design and producing, shaping a 2.5D world where ritual, material, and memory power the player's arsenal. Every spell is a recipe; every room is a puzzle dressed as a haunting.

Contributions

  1. Project management — coordinated the design team to ensure cohesive development.
  2. Designed the spell-craft combat system — balancing challenge and player agency.
  3. Crafted 2.5D levels — intuitive navigation through puzzles and dark rooms without confusion.
  4. Balanced narrative & gameplay — separated investigation from combat, expanded tutorials.
Chapter 01

Spell-Craft Combat

Epitaph 1997 gameplay Spell-craft concept art

Concept · early spell sketches

Concept

Inspired by Taoist ritual, specifically the Wuxing — the Five Elements — transforming traditional practice into dynamic gameplay. Spells are not purchased; they are assembled.

Materials & spells

Standard materials — basic functionality, usually requiring combinations. Ghost-dropped materials — powerful on their own, each with a unique advantage.

Players gather materials from levels or defeated enemies, then combine one or two to craft spells with distinct effects.

Epitaph 1997 gameplay Spell-craft gameplay

Crafting · live combat

Examples

Copper nail — stuns enemies. Matchstick — gathers materials. Copper nail + Matchstick — a damaging offensive spell.

Core loop

Collection — gather materials from the environment and fallen ghosts. Experimentation — combine ingredients to discover new spells. Execution — cast crafted spells to defeat enemies and gather more resources.

Chapter 02

Four Iterations

First build Final build

First build (top) · Final build (bottom)

What changed

Enhanced material combinations — improved clarity so players could craft with intent. Automatic pickup — ghost-dropped materials are now collected on contact, streamlining resource management.

Auto-aim — introduced to improve combat precision and reduce frustration. Balanced movement — reduced player speed to discourage constant escapes; moderated enemy pace to give players time to strategize.

Chapter 03

Level Evolution

Initial layout

Initial layout — linear progression

Initial

Began with a linear layout, focusing on straightforward progression for prototyping. Clear — but shallow in exploration and player agency.

Iterated layout Iterated layout

Circular · loops and connections

Iterated

Transitioned into a basic circular layout, introducing loops and connections to support navigation and replayability. Early attempts at encouraging dynamic routes.

Final layout

Final implementation

Final

Refined the circular layout with logical connections and distinct zones for puzzles, combat, and exploration. Improved flow and introduced multiple pathways for greater player freedom.

Added environmental storytelling, checkpoints, and intuitive lighting cues that guide players through the level.

Chapter 04

Combat & Narrative

Gameplay sequence From tutorial to boss fight

From tutorial — boss fight

The problem

Players found the combat engaging — but struggled with its complexity in a single session, especially under the pressure of the horror ambience. The fix was pacing, not cutting.

Key adjustments

Gradual introduction of mechanics with repeated reinforcement. Expanded tutorials for clearer combat understanding. Streamlined spell-craft for quicker access during combat.

Gameplay iteration Isolated narrative from combat

Isolated narrative experience

Separating layers

Separated combat and investigation to reduce cognitive load. Retained key narrative beats — like investigating Lord Guan's Knife — so the story still drives player engagement without overwhelming them.

Chapter 05

Player Perspective

First build perspective Final build perspective

First build (top) · Final build (bottom)

A wider eye

In later builds we adopted a more isometric camera. The wider visual range makes environmental puzzles and enemy encounters easier to read — less squinting, more strategy.

Chapter 06

Narrative System

Removed dialogue selection Police Sense mechanic

Removed dialogue (top) · Police Sense (bottom)

Cut and replace

Removed dialogue selection — it didn't fit the vertical slice format and dragged pacing. Introduced Police Sense as a more intuitive way of exploring the environment and surfacing clues.

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