Description:
As a city guard in Renaissance era London you are tasked with protecting the common folk and nobles. One night you see a body get dragged into a mansion. While investigating, you sneak into the mansion through a hatch, when you suddenly hear it close behind you and locking shut. Looking around you see that the hatch you came in through is now locked. Everywhere around you is machinery, crackling arcs of lightning flare between what must surely be sorcerers contraptions. As you walk through the basement of the complex you find a table. On top of it, a corpse, except its' torso is cut open exposing the organs beneath. Stumbling backwards from the table you accidentally kick against an important looking box. The lightning around the room arcs into the body and it immediately sits bolt upright. Not waiting for what happens next you run for the door. You’ve got to escape from whatever god forsaken hell-hole you landed in. This game is designed to give players a balanced gameplay experience between mental and skill challenges, while maintaining a sense of tension throughout the game. This game also features a dark narrative with contrasting humorous and serious elements. Tasks and Responsibilities: The project started with a pre-production phase, where we each created our own game prototypes with different mechanics, themes, and experiences. In the production phase, I took up the role as team lead, and the tasks that came with it: game design and documentation, production, blueprinting our mechanics, level design, and play testing. I'm proud of the puzzle mechanics I implemented using blueprints, as they were multiple actors which sent an off or on variable through, which allowed other actors to function as an "and" gate or to be toggled. |
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