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Case Study · 04 / 06 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. It blends Eastern horror with 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 keep development cohesive.
  2. Designed the spell-craft combat system, balancing challenge and player agency.
  3. Crafted 2.5D levels with intuitive navigation through puzzles and dark rooms.
  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), turning a traditional practice into dynamic gameplay. You don't buy spells. You assemble them.

Materials & spells

Standard materials cover basic functions and usually need combining. Ghost-dropped materials are 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 makes 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 means ghost-dropped materials are now collected on contact, streamlining resource management.

Auto-aim improves combat precision and reduces frustration. Balanced movement cut player speed to discourage constant escapes and 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. It read clearly but stayed shallow on 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

Tutorial · boss fight

The problem

Players found the combat engaging, but its complexity overwhelmed them in a single session, especially under the pressure of the horror ambience. We fixed it with pacing instead of cutting content.

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. We kept the 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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