
The Lantern Bearer
Action-adventure, Soulslike
Responsibilities
Gameplay Design Combat Design
Time span
7 Weeks May through June 2024
Contributors
Team of 16 Game Developers
Programmes
Unreal Engine 5 | Miro | Jira
The Lantern Bearer
The Lantern Bearer is an isometric action-adventure game with Souls-like elements. I was responsible for designing core gameplay, including combat mechanics, enemy design, and the 3Cs—focusing specifically on character and controls to enhance the player experience. Additionally, I took on roles in technical design, game scripting, and implementation, ensuring the gameplay was both satisfying and challenging.
In my approach to combat design and the character controller, I aimed to introduce mechanics that expand beyond the traditional Souls-like framework. By exploring fresh gameplay concepts, I worked to create an experience that branches out from staple mechanics and offers new challenges for players. My inspirations included titles like Bloodborne, No Rest for the Wicked, and The Legend of Zelda: Tears of the Kingdom.
Gameplay

Gameplay Design
The gameplay in The Lantern Bearer follows a progression-based structure, where players explore the world, encounter enemies, and defeat bosses to cleanse the land of a corrupting magic. Along the way, players unlock new weapons that can be swapped and upgraded to suit different playstyles, offering freedom and customization.
A central feature is the lantern system, which acts as a power source for magical abilities. Players can invest in simple talent trees to unlock abilities, such as creating a protective shield around themselves or using a force push to knock back and stun enemies. This adds a layer of strategy and customization, allowing players to tailor their approach. Additionally, the lantern can be upgraded to improve its clutch revival moment, providing more health upon retrieval and allowing multiple uses for a more sustained advantage in combat.

Combat design
For the player character, I designed a simple yet engaging control scheme with three primary attack options: a three-hit light attack combo, a heavy slam attack, and a ranged attack that sends a flock of crows towards enemies. This versatile setup allows players to handle different enemy types effectively, catering to both close-quarters combat and ranged encounters.
To add a unique twist, I implemented a lantern system that serves as the player's life force. Instead of dying immediately upon reaching zero health, players drop their lantern and are left with 1 HP. If they manage to recover the lantern before dying, they regain a set amount of HP, offering an opportunity for a comeback. This feature was well-received in playtesting, as it provided players with a second chance, adding tension and excitement to each encounter. I’m proud of how this mechanic added a fresh twist to the Souls-like experience and resonated with players.
Enemy Design
To keep the combat experience dynamic and engaging, we created three different enemy types: two regular enemies and a boss. The first regular enemy is a melee type with straightforward attacks that the player needs to dodge. These enemies also have gap-closing abilities, allowing them to charge at the player, making them feel more aggressive and threatening.
The second regular enemy is a ranged golem that shoots projectiles at the player but can also charge unexpectedly to close the distance. After charging, it uses a move to create space by dealing damage while retreating, encouraging the player to stay alert. By combining these two enemy types, we were able to design encounters that vary between close-quarters combat and ranged tactics, adding layers of challenge and variety.
This setup allowed us to mix enemies to create different scenarios. For instance, players might face two melee enemies for a more intense close-combat situation, or a mix of melee and ranged enemies to up the ante and keep the player on their toes.

Melee Enemy a close-combat threat with simple but effective melee attacks, equipped with a charge ability to close the gap on players and apply pressure up close.

Ranged Golem a ranged enemy that launches projectiles from afar and can occasionally charge forward, combining both offensive and evasive tactics to keep the player on their toes.
The Boss Enemy combines the abilities of both melee and ranged foes, with amplified attacks such as a barrage of spikes instead of a single projectile.
Initially, the boss is confident and engages in close combat. However, as its HP decreases, it shifts to a more defensive, ranged style, reflecting its waning strength.
This phased approach keeps the battle dynamic, forcing players to adapt as the fight evolves from melee-heavy to ranged tactics.

Boss Enemy a powerful opponent combining elements from both melee and ranged enemies, transforming the battle dynamically as its health decreases.
Programming and Implementation
In addition to gameplay and combat design, I took on a significant portion of the coding responsibilities for this project, using Blueprint coding in Unreal Engine.
Working closely with another designer, I implemented the core functionalities for the player character and enemies. This involved designing and coding mechanics to ensure the gameplay felt cohesive and aligned with our vision. I handled much of the technical integration, from functionality design to feature implementation.
My hands-on approach with Blueprints allowed me to streamline the workflow and maintain the project’s pace, ensuring that our designs translated into a playable experience.
Reflection
Reflecting on this project, I learned just how much time and effort balancing requires to make gameplay feel rewarding and fair.
Creating engaging combat is challenging, but with thoughtful planning, I realized that you don’t need a lot of complexity to make it dynamic and impactful. Through this experience, I gained a deeper understanding of how small adjustments can significantly influence the player experience, and how essential it is to approach design with a strategic mindset.
Additionally, taking on the programming and implementation responsibilities helped me rediscover my interest in the technical side of game development.
Facing these challenges independently taught me a lot and opened new avenues, showing me that I truly enjoy the technical aspects of creating games as well.