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How did Road to Valhalla come to be?

This game was developed during my masters thesis at Aalborg University. For this game, my role was primarily focused on getting scripted events and traps to function. Specifically I tried utilizing the chaos field feature which is provided through the Unreal Engine 5. Using this, I was able to make triggered events of the world breaking apart and falling in entirely random and organic ways. Quite a challenging feature to get working, but the results are well worth it. This is definitely a feature I plan to utilize more in the future. For the level design, my main role was working on Muspelheim, the fire level. For this level, I drew inspiration from an art piece made for Assassin's Creed, where giant obsidian looking rock formations were floating high up in the air. This was quite the challenge to make believable, and there is still a long way to go to make this anywhere near believable. I definitely learned that creating a large open world, even if empty, is harder than creating a smaller enclosed space. I also learned that adding scripted events and objects which the player can interact with, goes a long way to giving a level life. However during testing it could also confuse players into thinking they needed to do something with these objects. I tried adding a passive storyline via static and physics objects within the scene. Telling a story of other characters having been there before the player.

Road to Valhalla - Production
Work in progress

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