Convergence is a 3D co-op horror escape game made in Unity that necessitates collaboration between two players to complete. One player is trapped in the past, uncovering the castle's secrets as they journey through the treacherous halls. The other player is trapped in the present, where they must investigate the castle's archaic ruins while working with the past player to escape. Will both players make it out?
Similar to games like Keep Talking and Nobody Explodes, both players rely on information the other player has to complete puzzles to progress. This experience requires two laptops and two players.
The present player is seemingly haunted my a monster, they must combine their wits with the past to escape.
The past player is the trapped monster, as you progress through the present player learns of this and must make a choice at the end of the game to save the past... or leave.
As a producer, I assisted in numerous team tasks. It was imperative to create a streamlined process for communication with a team size of 12. We opted to use GitHub not only to host the repository but also to track and assign tasks during each sprint. Utilizing GitHub allowed me to efficiently administer tasks based on my implementation progress. With a tight 3-week project timeline adding immense pressure to the team, I ensured that programming stayed on track, providing weekly updates to the team on implementation progress. Outside of direct production, I also assisted in running my team's booth during playtests and fairs.
In my role as a programmer, I developed various scripts and systems essential for the game's operation. My primary objective was to alleviate the main engineer's workload by managing tasks that had the potential to slow them down. This included tasks ranging from creating the audio manager and character controller to smaller responsibilities such as fixing animations. One of my significant undertakings was coding the inventory system in C#. It was crucial to structure it in a way that provided a range of basic functions accessible for use in other scripts. Modularizing our code to function based on a button template facilitated swift adaptation of events through functions, particularly in the inventory system, contributing to the project's success.
In the role of a designer, I concentrated on implementing ideas and creating level structures. While I wasn't responsible for creating puzzles, I designed the core system of glyphs used in 2 of the 4 puzzles in Convergence. After designing the level structure using Pro-Builder, I proceeded to handle lighting and set dressing. Alongside implementing many assets during this process, I dedicated a considerable amount of time to lighting. Given that our game features two perspectives in the same level, it was crucial to alter the levels in a way that aligned with our goals. Lighting played a significant role in this, beyond just set dressing. Finally, I was tasked with creating all the key screens outside of the main levels, such as the main menu, credits, and tutorial, as well as each perspective's required intro and end.
Elliot Crisp (Creative Director, Programmer)
Hazelle Malonzo (Producer)
Max Schwab (Co-Producer, Art Director)
Travis Carlen (Programmer)
Kelsey Melott (Designer, Writer)
Yasha Bell (Designer, Writer)
Jagdish Bal (Sound Designer)
Jessica Zogaric (Artist)
Jacob Penland (Artist)
Avery Knowlton (Artist)
Daniel Gonzalez (Artist)
Amina Ismagilova (Artist)
Pictures of the game showcase ->