Eldritch Spear Fishing Game
Eldritch Spear Fishing Game
This Prototype is a first-person fishing game that utilises Eldritch themes and inspired underwater creatures to push unnerving horror elements to the player, navigating claustrophobic caves alongside an abandoned civilisation, now deeply submerged underwater.
Roles: Level Designer and AI placement, Systems Designer
Studio: Away From Home Studios
Development Time: 2 weeks
Engine: Unreal Engine 4
Try the build for yourself:
Personal Contributions:
My role was to provide a level blockout for two separate underwater environments, create systems designs for the flashlight, and work alongside artists to place desired environmental assets.
Development Process: The initial blockout was designed based around another designer's paper prototype, which I incorporated into a 3d space. Due to the cavernous environment being almost labyrinth-like, lighting played a very important role in the prototype. I blocked out spaces such as small and large cracks in the cave ceiling and used simple lights to help guide the player through the level, alongside making the atmosphere much more ominous and mysterious.
When designing the level itself, I wanted to make sure that it takes advantage of player space and movement. Having the game being set underwater was a great challenge as I had to consider how the level layout will work in a 360 degree space, creating branching cave systems that lead both in horizontal and vertical directions. I also looked into how the flashlight system would function. Using kinetically charged (manually cranked) flashlights would give more player interaction, alongside generating unscripted intense situations where the player is plunged into momentary darkness. Another idea was for a variety of flare systems, which would light up large areas, or inform the player where they have been previously.
The second blockout (which is connected to the previous) was an entrance to the submerged city. I wanted to surprise the player with the vastness of the new area, while also not overwhelming them with too much visual noise. Here more man made structures are mixed with the natural, alongside an almost sinister change in lighting caused by unknown underground veins of a lava/magma source.
Reflection: This prototype was my first experience using Unreal Engine 5, and although I ran into many different issues involving colliders and snapping objects, UE5 was perfect for getting used to the modelling/blockout tools that it offers.
I saw potential in this project and was enjoying the challenge of creating interesting 3D spaces, so it is unfortunate that this prototype was dropped for another. However, this prototype offered me invaluable experience in unique systems designs as well as forming basic environments quickly and efficiently enough to have an intricate game feel in just 2 weeks.