Ecuminopolis
Platforms: Windows PC
Genre: Third Person Narrative, Science Fiction
Engine: Unity
Skills: Level Design, Environmental Storytelling, Dialogue Writing, World Building
Roles: Designer, Writer
Itch.io Link: https://mercenary-studios.itch.io/ecuminopolis
Level Design and World Building
This is a third-person narrative experience that focuses a lot on environmental storytelling. I wanted the player to understand the space that they were in without being told explicitly what was going on. Such as there being a space in the experience where it tells the player how the citizens get their drinking water. There's trash all over the ground to imply that there isn't much in terms of maintenance, especially with all of the dirt around.
There's also some dialogue with four different NPCs. Each of them with their reasons for being where they are in that moment. Such as a segment where the player encounters four NPCs partaking in an auction for a hunting rifle. These events are all things that would have happened had the player come across the characters or not. There is an instance of a person waiting for the player to talk to them, and that's because Vincent had called ahead and wanted the character to talk to the player.

An Aerial Overview of A Section

This World Is Lived In
One of the aspects of this world that I wanted to establish was that it was lived in. The NPC's aren't just character's who are waiting around for the player to talk to them, aside from the character specifically looking for them. Such an example is this scene right here. These three characters are involved in an auction for a weapon being sold by a vendor. When the player tries to talk to one of them, they ask what they want.
Despite the player being a police officer, they aren't respected by the people who live in this community. This is partially explained by another NPC in his line of dialogue. But in this scene, these characters set the tone of what's going on, because of how they react to the player's presence there.
While they do give the player locations for quest items if they happen to have that quest active, it's clear that they're only doing so to get the player out of their hair.

Quests
While this is an experience that focuses a lot on the enviornment aspect of the level, there still is a few things for the player to do. I put an emphasis on the player helping out the people who are in the area. One such thing is helping the doctor find a battery for her syringe gun. This quest's objective can be found just outside, in the alleyway across the street. I made the glow a bright blue to contrast with the darkness of the area. I also added a line of dialogue to Dr. Andrews, so that the player would know what specifically to look for.
The other quest is for Cole Vanderbuilt, and that involves the player finding some parts for his bike that he wants to use to leave the area. With this particular quest, I felt it was approrpiate to give the player the option to explore for themselves to find it. However, there are some people they can speak to in order to narrow down the location of their objective.

Characters
When the player first boots up Ecuminopolis, they start off with a conversation with this NPC. Vincent is a veteran police officer, who is in the process of showing the player, also known as Rookie, the ropes.
The player has the ability to ask Vincent a few questions about why they're in this area. I wanted to use Vincent's dialogue as a way to immerse the player into the setting, and to do a bit of world building.
Block 118 is an economically poor area of the Ecuminopolis, and as a result, police patrols in the area are not common. Vincent, however, is a regular occurrence in the area, and his relationships with the people there have existed long before the player met Vincent.
Most of the NPC's that the player talks to mention Vincent by name in some form. Dr. Andrews remarks that the player wears his uniform but isn't exactly the same. Cole mentions that Vincent calls ahead before he shows up, and says that the area needs Vincent.

One of the things that I wanted to set up was a person who was actually in the area because they had a desire to help others. Dr Andrews fit the bill perfectly. To set her space apart from everyone else's I made it have the only clean interior in the entire area.

In introducing herself to the Player, Dr. Andrews remarks that they share the same uniform as Vincent. While they're not the same, she introduces herself formally to the player.

Dr. Andrews offers the player a means of healing should they need it. Making clear that the offering doesn't just stop at the locals.

One of the things that I wanted to set up was a person who was actually in the area because they had a desire to help others. Dr Andrews fit the bill perfectly. To set her space apart from everyone else's I made it have the only clean interior in the entire area.

One of the first locals that the player meets. While he is friendly toward the player, it's more so because they're a friend of Vincent's. Cole is a person who's stuck in Block 118 because of a faulty bus ticket. He wants nothing more than to get out.

In introducing Cole to the player, I wanted to focus one the cynic nature of Cole's personality. Since he was stuck here because of a faulty bus ticket rather than being born into poverty like everyone else.

Cole's final line of dialogue for the tree is this right here. In this closing line, he tells the player that Block 118 needs Vincent. As to why he is important specifically, he doesn't say, however with the context established by Vincent and the Player they can determine for themselves why Vincent is important.

One of the first locals that the player meets. While he is friendly toward the player, it's more so because they're a friend of Vincent's. Cole is a person who's stuck in Block 118 because of a faulty bus ticket. He wants nothing more than to get out.