The Last Son of Vorona
Development Process
Checkout the progress of our departments' work throughout our 4 month timeline.




Our Departments

Level & Environment Design
The level designers started out by sketching the layout on a whiteboard during team hours.

Then they modeled their schematics in engine


During sprint 1 the Level design team completed two map meshes. Mainly comprising of our Act 1 Village and our Act 2 Courtyard.
Over the course of our second sprint, we primarily devoted our focus to Act 1, adding our sky box and building assets, as our as our vfx.

By the end of the second and going into the third, we had our block mesh textures done along with our post processing, custom models, and our core gameplay loop collectible assets.

Art Department
Designers in the first sprint worked on character sheets and the new studio logo for Brainrot Gaming!






Above are our initial concept arts for our main enemy archetype. And below includes concepts for UI assets, as well as our primary health bar, i knife that chips and breaks as the player takes damage

And This Is a Keyframe shot we plan to use in our cutscene with our introductory Boss
Narrative Design
When we had our first concept meeting when we were deciding what we wanted to make, we settled quickly on wanting to do something semi-dystopian but also dark fantasy. And that eventually led to the setting of a Black Plague Era Eastern Europe. And to lean into the darker themes, we settled on Transylvania, Romania as our location.

We decided to base our main location on two main famous castles. Castle Bran, also known as Dracula's Castle, and Castle Cavarna, one of the most famous castles in the world.

A lot of the story in our game isn't told directly, as their will be very little dialogue overall. So we decided one of the main aspects of our gameplay will be collecting notes, allowing the player to piece the story together, these are just some examples.
Programming Department
Our Programmers have done an amazing job on implementing the core gimmick of our game, RAT MODE

Light Optimization map of first level


Rat Player Blueprint