You and your friend are going on a nice camping trip, in the same woods you used to camp with your family when you were younger, as a form of celebrating since college is coming to a close. It is then interrupted by an old entity that roams the woods at night, and it is your job to escape before the creature catches you.
This game took 4 months to plan out and develop the story, mechanics, game systems, and objectives for the project. I worked with 3 other people on a team called "Team Meow Meow". With how our skills were we had two great level designers, and an amazing person who understood Blueprint. With that I was more or less forced into Blueprint since we needed to have a balance. This is something that I was very grateful for because I am much more comfortable with Blueprint now, and now prefer it more than Level Design. The biggest inspirations that we took to make this game were Outlast and Sounds of Silence. The biggest mechanic that we needed was a sound bar for the AI to try to find the player at all times just by "listening". There was no way to fight, and all you could try to do is maneuver away from the enemy while completing objectives to progress.
When we planned for what mechanics would be the best to have in a horror game we needed to give the player some form of an advantage while making them feel vulnerable. This was when I implemented the lean for the first time.
We needed immersion so what better off than making the camera bob a little bit when they played. I tied it all to the player's acceleration, so you can see the difference in when their idle, walking, and running.
While working on this project we all realized that we needed to make this project pop out with visual and audio feedback to the player. I focused mostly on creating materials that would best fit for a dark environment using a light function.
We knew that sound was going to play a huge part in this, but we also needed to make it believable. Since this was a first person project I didn't have a body that I could put notify-ers on the animation, so I worked around it and did a sphere trace at the bottom of the character and when it walked on a physics material it would play the assigned sound.
I did have help from my teammate, Luis, when it came down to making the blueprint for the battery and and giving the lantern an allotted time frame until it could completely shut off.
I was in charge of creating all of the menus in our project and making sure that all buttons that were there worked and all the sliders that were there functioned properly
The worst thing that can happen to any team happened to us. We got burnt out. We didn't want to even look at the project at times. The real thing that kept us going were the assignments that we had to do for our classes, and even then that was a stretch. What really topped it off was that the team, as a whole, didn't communicate properly and there was a huge lack in understanding when we were planning things. So we ended up wasting a lot of time and got frustrated at each other.
Even though we got angry, and frustrated at the project and at each other. We always kept it professional. We never thought of disrespecting any of our members because we always found time to talk things out and so we could all get back into the rhythm. We focused on our project and we focused on what we did best to provide the best levels and the best mechanics we could make within just a few weeks left of the project.
I learned that not everything is the project. I need to take time for myself and relax a bit. I knew that I was letting my insecurities get the best of me when I was trying to make something work without asking for help. I learned that, if my team had a long day working, we should go out and eat something together or watch a movie to distract ourselves.
We use cookies to analyze website traffic and optimize your website experience. By accepting our use of cookies, your data will be aggregated with all other user data.