
Tales Of Lumeria:
The Scale Of Seasons
A 2D pixel art mini action-adventure that gives a fresh, new, and exciting story and world with the reminiscent feeling of nostalgic 8-bit action-adventure games.
This project is currently a passion project between me and another alumni from Carnegie Mellon to keep our skills up-to-date.
Overview

Time Frame: In Progress
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Date: August 2024
Team Size: 2
Team Members: Caitlyn Lenhoff, Hannah Baxter
Role: Narrative Design, Game Design, Artist, Producer
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Platform: PC
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Tools: Microsoft Word, Microsoft Excel, Unity Engine, IbisPaintX
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Keywords: Action-Adventure Game, Fantasy, Pixel art
Description:​
The world of Lumeria is plagued with uncontrollable weather and beasts of shadow and darkness. Their only hope lies with a young princess. Can she reforge the scale of seasons and awaken the Great Dragon of Creation, or will the world fall to the destruction of a strange foe known as The Void?
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Duties/Personal Contributions (Current)​​
Producer
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Setting up meetings
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Dividing and assigning tasks
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Managing the team
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Maintaining team cohesiveness
Narrative Designer
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Main plot development
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Main Quest line development
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Dialogue
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World building and lore
Game Designer
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Gameplay design
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Item design
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Puzzle Design
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Level Design
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Character and combat design
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Development Process
This Section is a quick overview of the current progress of the game as it goes through development. Each section mentioned is a section we have worked on. Sections with a green tinge are the tasks that we are currently focusing our efforts on.
Preproduction Phase
Story Development and previsualization
Gameplay Design and System Design
Concept Art and Sprite development
Plot Development
World Building
Character Development
Item Design
Character and Enemy Concept art
Level and Puzzle Design
Environmental Art Design
UX / UI Design
Character animation sprites
Production Phase
Basic Game Development and programing
System Development and Design
Gameplay design and game mechanics design
Testing and Developing Mechanics
Sneak Peeks
This Section is a small look into some of the designs that have been developed for the game.
Due to an intention to continue developing the game to a point where it can be shared with the public, please understand that not much can be shared at this moment.
Design Development
Early phases of development during preproduction were dedicated to developing the world, plot, characters, items, systems and more. As we cannot share the content yet since it is still in development, below are some screen captures of the thumbnails of all design documents currently developed.
World building and lore documents

Plot and storyline documents
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Quest / Mission log documents

System design Documents

Character and Monster Design Documents

Game Design and Level Design Documents


Item Design Documents

Art Development
The last few weeks have been used to jumpstart the art processes. As there are only three people on the team, we have selected specific items to start with. Currently the main character, building designs, and monster design brainstorming is underway.
Character Art Brainstorming


Monster/Enemy Art Brainstorming


Towns/Building Art Brainstorming


Item Art Brainstorming

Game Development / Programming
The Early phases of adding and testing main mechanics are underway. As of now we are focusing on implementing all mechanics dealing with direct user input such as movement and attacking. Below is a screen capture of the examples of demos that we currently are working with.

Production Documents
To show that there is some forms of leadership and organization, below are a few of the production-related documents used by the team.
