Developer: WATCH OUT GAMES
Created using Unreal Engine 4
Developed in using Unreal Engine 4, Escape Doom introduces a unique take on the Escape Room formula by using a Low-Poly style, striving for a more lighthearted, and at times quirky tone and crafting scenarios not usually seen in the genre. This includes an evil Wizard's lair, zombie infested town, a poisonous space station, and more. I oversaw most Game design related tasks ranging from being responsible for creating its levels, puzzle design, narrative, prototyping them using Blueprint, and more.
Game Design
Being in charge of the game design section of the game involves a large spectrum of tasks. The main being drafting out level and puzzle designs, creating them in-engine using Blueprint, piecing the better one's together in order to create the level's final (hopefully) form.
Narrative Design
I have the main responsibility of producing the game's lore, story, dialogue, and presenting them in the levels themselves. A task I find most fulfilling since each scenario comes with it's own unique narrative, theme, mechanics, etc. This setup gives me ample opportunity to make each level feel fresh, different from one another and of course exploring new ways to incorporate that zany atmosphere that we strive for.
I am also in charge of writing game desciptions, blog posts, the synopsis for each scenario presented in the main menu, and more.
The main thing I love about game development is the abundance of creativity that comes with it, or rather the possibility of creativity. Not only in the game itself, but in one's workflow and how one sees the craft itself. As with all parts of the design I always aim to make the story, world and gameplay coexist. Finding interesting ways to make that happen is to me an equal parts challenging, creative and satisfying way to spend my time. Take the audio logs in the Wizard's dungeon for example, the reason you can listen to them is because they been recorded using magical ink, a sort of medieval fantasy version of a dictaphone, that lets the author's voice come to life as someone begins to read it, and it works really well... most of the time.
It also involves finding ways to implement game mechanics into the game world. An example would be the hint systems, which are a common practice in Escape Rooms. While designing the hint system I decide to solve another problem usually found in Escape Room games, namley that some of the participants often feel left out or not having anything to do. Thus I came to the conclution that also hide hint currenties in the levels themselves. What the currency is differ depending on the scenario.
In Wizard Dungeon they are a set of "Scroll of hints" that magically knows the answers you seek. In Undead Doom they are provided by the antagonist through a walkie talkie and the amount of hints you're allowed depends on how many radio frequencies you've collected that are hidden across the level.