ON FIRE Games

JRPG FUNCTIONNAL FRAMEWORK 

This Framework is used to create the first “OASIS” combat prototype. 

This framework was already used by Sandfall Interactive to create the first prototype version of Clair Obscur combat. The blueprints base of the combat system of the final game.

OASIS’s ECHOES : the Boss Monsters

Some examples to test the style, the shape and the size of the enemies. 

“Semi-open” level design / “disguised corridor” design

Linear level design with branching paths

  • Progression follows a mandatory main path

  • Branches, loops, or side areas create the impression of freedom

  • The player can explore to some extent, but always returns to the main route

👉 Examples:

  • Clair Obscur

  • God of War (2018 / Ragnarök)

  • The Last of Us

  • Final Fantasy X

Marketplace asset of desert to create Semi-open level design between the OASIS points.

Marketplace asset for the capital of the REFUGE, from where the HEROES will leave for their adventure.

Marketplace asset for a temple on the path of the Caravan.

Storm 3d VDB (UNREAL ENGINE)

+ Effects of Apparition in Smoke and Sand