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Kabaneri - Gateway of Iron Realms is a focused prototype set in a post-apocalyptic world overrun by the monstrous Kabane. Players take on the role of Mumei, a skilled warrior armed with dual swords as her primary weapon and a piercing gun as her secondary tool. The game captures the intensity and urgency of survival as Mumei fights her way through a collapsing city, paving the way for an evacuation to the Iron Fortress—a heavily armored steam locomotive.

The single-level experience is set during the city's desperate evacuation, where Mumei must battle her way to the train's control room. Players will face three enemy types: relentless Kabane hordes, fortified Mart Kabane, and a powerful boss encounter. To progress, Mumei must solve environmental puzzles, unlock doors, and activate control panels amidst the chaos, blending fast-paced combat with problem-solving.

Designed as a manageable prototype, this project captures the essence of the Kabaneri universe while delivering a thrilling, self-contained gameplay experience.

Kabaneri - Gateway of Iron Realms 

Aims and Objectives

The primary aim of Kabaneri - Gateway of Iron Realms is to transform the intense and dynamic story of Kabaneri of the Iron Fortress into an immersive gaming experience. The project focuses on showcasing a dual-weapon combat system, seamlessly integrating Mumei’s swift and versatile dual swords with the powerful, specialized piercing gun. This combination aims to provide players with strategic depth and variety in combat. Set in a meticulously crafted, apocalyptic steampunk world, the game seeks to capture the tension, urgency, and visual grandeur of the source material. By balancing combat, exploration, and environmental storytelling within a single, self-contained level, the project not only aims to engage players but also serves as a prototype to explore the mechanics and potential for expanding the Kabaneri universe into the interactive medium of gaming.

Objectives

  1. Dual Weapon System: Design and implement a seamless combat system that allows players to effectively switch between Mumei’s dual swords (primary weapon) and the piercing gun (secondary weapon) during fast-paced combat.

  2. Immersive Environment: Recreate a visually striking apocalyptic city inspired by the steampunk era, capturing the tension and urgency of a collapsing world.

  3. Challenging Gameplay: Develop a single, highly polished level that balances combat, puzzle-solving, and exploration as Mumei fights her way to the train control room.

  4. Enemy Variety: Introduce three distinct enemy types—Kabane hordes, Mart Kabane, and a powerful boss—to provide varied challenges and test the effectiveness of the dual-weapon system.

  5. Prototype Scope: Focus on delivering a contained and manageable gameplay experience to evaluate mechanics and storytelling potential for future expansion.

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Conceptualization

Kabaneri - Gateway of Iron Realms was conceptualized to transform the intense narrative and steampunk aesthetic of Kabaneri of the Iron Fortress into an engaging gaming experience. Centered on Mumei and her dual-weapon combat system, the game combines the swift precision of dual swords with the strategic power of the piercing gun. Set during a city's evacuation, players navigate a single, polished level filled with Kabane hordes, Mart Kabane, and a boss fight, blending combat, exploration, and environmental puzzles. This focused prototype captures the essence of the original story while exploring the potential for interactive storytelling in the Kabaneri universe.

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Ideation

  1. Ideation process involved in deciding what type of gameplay the project will adapt to. 

  2. Game engine and software oriented decisions for prototyping. 

  3. The critical gameplay mechanics were drawn out 

  4. Plot of the story was devised into quest system. 

  5. style of the game had to be drawn out 

  6. Documentation of every step began as well as began forming Game Design Document.

Narration

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The narrative of Kabaneri - Gateway of Iron Realms immerses players in a high-stakes moment of survival set in a post-apocalyptic steampunk world. Players step into the role of Mumei during a desperate city evacuation, where she must clear a path for the remaining survivors and secure access to the Iron Fortress, a fortified steam train.

The story unfolds through Mumei’s journey across a collapsing city, confronting Kabane hordes, fortified Mart Kabane, and a powerful boss, each embodying the relentless threat posed by the virus. Environmental storytelling, subtle character interactions, and Mumei’s determined actions weave together to depict themes of survival, resilience, and sacrifice.

Players will experience the tension and urgency of the evacuation while solving environmental puzzles, such as activating control panels and unlocking critical doors, to progress. The narration is delivered through dynamic gameplay moments, environmental cues, and the chaotic yet determined atmosphere of the city under siege, making the story an integral part of the gameplay.

By focusing on a single, pivotal event, the game captures the emotional depth and intensity of the Kabaneri universe, leaving players immersed in Mumei’s struggle to protect humanity’s last hope.

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Documents

In Progress

Prototype Tool

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Problem & Solutions Ongoing

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Narrative: Narrative Progression

Challenge: Adapting Kabaneri of the Iron Fortress into a single-level prototype required a narrative that fit seamlessly into the universe without diverging from the original story or introducing complex subplots. The challenge was to craft a self-contained, urgent scenario that conveyed the essence of the series without disrupting its lore.

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Solution

The narrative focuses on a plausible event: Mumei and the train stop at a station for refueling, only to face a Kabane attack. With the outward post overrun, Mumei must clear a path for the train’s escape. Events unfold through gameplay, emphasizing urgency and tension without relying on complex story quests, creating a concise yet immersive experience.

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Graphics: Crafting an Edo-Steampunk World"

Challenge: The challenge was to create a visual style that captures the Japanese-inspired setting of Kabaneri while balancing realism and stylization. The characters and textures needed to feel authentic to the apocalyptic steampunk world without becoming overly detailed or graphically intensive.

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Solution:

The graphics adopt a style inspired by Final Fantasy and The Witcher, blending realistic textures with a stylized and animated aesthetic. This approach ensures the characters and environments feel immersive and detailed, yet remain visually cohesive with the animated tone of the source material, effectively bringing the Kabaneri world to life.

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Level Design: Merging Two Dimensions Seamlessly

Challenge: Designing levels that blend the aesthetics of Edo-era Japan with steampunk elements presented a unique challenge. The environment needed to evoke the historical authenticity of the period while seamlessly integrating steam-powered machinery and fortified cityscapes, creating a believable and immersive world.

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Solution:

The level design combines traditional Edo-era architecture with steampunk-inspired elements, such as visible steam pipes, mechanical contraptions, and heavily fortified structures. Trains serve as the primary mode of transport, with the environment reflecting their significance through industrial hubs and rail-centric layouts. This fusion creates a distinct setting where ancient and mechanical elements coexist, delivering a visually engaging and thematically cohesive experience.

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Prototyping: Tackling Prototyping Challenges in Kabaneri

Challenge: The prototyping process for Kabaneri - Gateway of Iron Realms is ongoing, with evolving challenges. Key issues include integrating a dual-weapon system where swords function as melee weapons and the gun as a secondary weapon to avoid system overlap. Implementing complex mechanics like grappling, jumping, and ledging has also been challenging, as these features must be region-activated and seamlessly functional. Additionally, the node-based system requires a deep understanding, making the process iterative and time-intensive.

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Solution:

To address these challenges, the dual-weapon system was designed to clearly differentiate roles: swords for melee combat and the gun as a situational, secondary tool. For advanced mechanics like grappling and ledging, experimentation and region-based activation were used to ensure functionality without unnecessary complexity. The learning curve of the node-based system was tackled by studying tutorials, experimenting with concepts, and gradually implementing features, allowing for steady progress despite the intricate requirements. Prototyping remains a work in progress, driven by iteration and problem-solving.

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Gameplay

Ongoing...

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