Summary

Egregore is a non-linear first-person adventure game where you uncover an occult conspiracy in Cairo. Using a haunted astrolabe, you connect persons, places, and things to alter the world around you.

Egregore was my capstone project completed for USC’s Advanced Games Program class. The project taught me about systems and level design while learning Unreal 5, and got a positive response with over 90k downloads on Epic.

Overview

Timeline

June 2023 - June 2024
(1 year)

Role

Lead Designer

Tools

Unreal Engine 5.4

Figma & Notion

Sequencer

Not Yet

Team

35+ team members

Table of Contents

Project Goals

  • Spark players’ curiosity

  • Support players new to puzzle games

  • Show an authentic depiction of Egyptian culture

My Contributions

Gameplay

Gameplay Design Breakdown

How do we evoke curiosity?

Point-and-click adventure games have a bad rap. They’re infamously difficult, obtuse, and generally only playable once.

Since puzzles are prescriptive, it takes one missed detail to block a player. Solving a puzzle is fun during the “a-ha“ moment, but the rest is frustrating if a player doesn’t know exactly how to arrive at a solution.

I set out to resolve both of these problems with Egregore. Within a small scope, I wanted to keep the mysterious feeling of adventure games without frustrating players.

Everything emerged from the graphing mechanic, and the idea of making information discrete and meaningful.

A non-linear adventure with multiple solutions jumped out to me as a great way to use the affordances of the graph, which has a vast, combinatoric possibility space.

Systems

I defined the core systems of Egregore throughout pre-production to make our vast possibility space intuitive to navigate and feasible to implement.

Since our genre and mechanics were new territory, we had to prove out the best applications for the graph. Across multiple iterations, I
streamlined each system and made it easier for all disciplines to work with.

What I Learned

Level Design Breakdown

Goals

Process

I drafted our levels from basic flows to dressed sequences, prizing clarity and ease of use. Each level is compact, but heavy on scripting and alternate routes.

Dependency Charts

Puzzle dependency charts were a key tool for planning and testing our nonlinear gameplay flows. Ron Gilbert and Mike Bithell kept similar docs, and I’ve used them on multiple projects.

Below are the dependency charts used for the intro, middle, and finale sequences of Egregore: the Box, Cafe Ramses, and the Sanctum.

For more details, see my talk about dependencies.

Rules