Platform: PC (Downloadable)
Engine: Unity
Team Size: 5
Project Duration: 8 Weeks (1 week preproduction)
Playtime: 30-60 minutes
Game Designer
Designed main gameplay loop and optimized movement controller, restructured game flow and mechanics based on user feedback.
Programmer
Implemented enemy AI using finite state machine to indicate hunting, searching and neutral states
For this game we aimed to tell the narrative through the gameplay. After all, solving a mystery isn't as satisfying if you didn't do it yourself. So we had to do a few things to nudge the player in the right direction of the story without letting them notice.
Narrative made with non-linear story telling in mind, so the player can discover clues in any order
Discovered clues are held in a journal to be viewed at any times in an organized manner to help the player remember
Main clues are easier to find with plenty of supplementary clues for more persistent players
Only some of the environment was used to tell the explicit clues of the story. However, we also wanted to tell other more minor details of each character through the environment. Thus, we put a lot of time and effort putting in small details our players could piece together to understand more about the characters.
Ensured all explorable areas contained something to contribute to the story, otherwise we removed it
"Put only what the player needs or wants to know"
Kept a consistent style per character, so you knew who's memory you were in
This project focused on allowing the player to figure things out for themselves.
Learned about non linear story telling and how to work with voice actors
Focused on creating a story rich environment without the need of cutscenes or walls of text
Wish we had more time to work more with our voice actors and further develop the mystery with more reveals and twists