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Liberation at Dawn! Download and The Rookies Submission!

General / 25 March 2020


Hey all,

I am very excited to share with you not only our entry into The Rookies for Liberation at Dawn but also a download link to play the game!

https://www.therookies.co/entries/4441 

If you have a PC VR headset you can download the game file from our Rookies entry and play straight away for free. Let us know what you think and give a high five!

Our team worked so hard on this over 12 weeks and we are all really excited by our end result!  Please show your support and vote for us and share the project on the rookies website.

All the best,
H





Side Scroller Game Project - What makes a game scary?

General / 25 September 2018

The more I think about this project the more I am definitely cemented in the idea of creating a horror themed game for mobile. This got me thinking what exactly makes a horror game truly scary?

I read a few articles about game mechanics in successful horror games but this particular article by Rockpapershotgun.com - How to make a scary game really scary was the most eye opening. Some of the key points are as follows:

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1. Unpredictability: Letting the players imaginations fill in the blanks, eg that coat rack looks a lot like a person at first glance or in certain lighting.

''giving players enough information to form concrete worries but leaving them enough room to colour in the edges.... Grip says. “It’s like a job interview. It’s much worse before than during, because we’re experts at thinking of all the ways it could go wrong. So the anticipatory fright is way worse because of the uncertainty built into it.”

Continuing on for unpredictability was a very eye opening quote:


''Adding ambiguous shapes, or adding or removing objects from a scene that a player is familiar with, can also play tricks with the mind. When I think back to the playable teaser (P.T.) ''

''No Code’s McKellan worked on the UI for Alien: Isolation while at Creative Assembly, and purposefully made the objects you interacted with feel “glitchy”, so that players were always worried about it switching off.''

This has given me an idea to perhaps use a torch or phone battery as a game mechanic where the battery is slowly diminishing the more you use it. Forcing the player to choose between almost darkness and seeing the scene around them, they must get to a ''safe place'' to recharge their phone again. Perhaps have charging points throughout the level that may not always work. 

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2. Lighting: The article also suggest that it's not necessarily a lack of light that makes a scene scary but the way light plays across a variety of different surfaces with a small spattering of dark spaces.


Using a low dynamic range of lighting (brights that aren’t that bright, darks aren’t that dark) along with low colour saturation can also help give a “muted, decayed feeling” to a scene, he adds.''

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3. Sound Design: Although within this project I am not sure how far I will be able to get into the sound design aspect of the game play, simple uses of knocks could be effective. I could give the impression of a monster somewhere in a part of the house that the player has to lead away from their objective. The monster being a ''hidden obstacle'' perhaps using knocks, bumps and growls could indicate where the monster has been located and it's up to the player to make noises in other parts of the house to make their path to the objective clear.

''Background noise is important, too. Grip aimed for “long, low tones throughout” in Amnesia, which make players feel immediately uneasy. “Low rumbles kick off something internal,” he says. And McKellan argues that Stories Untold’s often repetitive background noises, like heartbeats or computer bleeps, helped build tension.''

Perhaps using the vibrations of the mobile phone as ''notifications from mum'' could interrupt the mood and ease tension. Associating a particular noise with the approach or appearance of a monster or threat could be played and even if the monster is not seen it will still have the same affect on the player. They know they are near!

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4. Pacing: The articles suggest that a ''Languid'' pace is ideal for horror games as it gives time for reflection on what has been happening throughout game play.

 “Horror comes from slowly dawning realizations, and you need space for that,” '

 “Instead of doing a typical game style, ‘three things and then something big happens’, we’re dealing out micro-reveals really slowly,” says McKellan. “And with each one you get a bit more information but not the full picture, and each one takes it in a different direction.” When I played it I felt really uneasy, and McKellan likens it to tightening a guitar string. “It’s getting higher and higher and you’re worried it’s going to snap, but you have to keep going.”

Grip says you can’t have “too many scares in one area”, because each one will be less impactful.

“The release of making it [to a save station] and breathing a sigh of relief was fantastic, and you wouldn’t have that feeling if you didn’t have the build up. It’s small victories, so people thought they could make it.”

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5. Story and Character Development: From other articles and comments I read the other two elements that people felt strongly about was having some sort of mystery to solve (which is a personal favorite thing for me to do in games). Not only does this give more depth to the game itself but gives something for the player to think about and unravel on top of the actual game play puzzle solving. What has happened here? Why is this character behaving this way? etc. This can be further pushed by an ''Unreliable Protagonist'' a character that you play and become to identify and invest in is actually hiding something from themselves that they must eventually face in game. Although this is not something I'll probably have time to explore in this project it's something I should have in the back of my mind.

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With these factors in mind I'm starting to get a clearer picture of what I want to try and achieve within this game project. I am still steadfast in creating a game from a child/teenager perspective with a tool such as a mobile phone as their only source of guiding light. Combined with the unnatural lighting from moonlight or twilight outside tall imposing windows and the odd candles. Locked doors need to have keys that need to be found but also an unseen danger that needs to be avoided and misdirected to make sure the final door can be open safely. How I will achieve this game puzzle I will need to see what is within my capabilities within the time frame but also will need to be plotted down on paper. 

Perhaps a dying battery will be used as a time element within the ''mobile'' quick pick up and put down element. The aim to reach the next ''safe zone'' to reflect on what you have uncovered in the previous zone whilst your phone charges in a wall socket. A safe zone can be unlocked by the door you're trying to get to showing light shine under the door when its available to enter after completing a puzzle.

These are all ideas for now that I am just thinking about and putting down on paper. How much I will be able to achieve within this time frame is up for debate so I know I will have to focus on only one or two zones and the basics of mechanics.

Next, on top of my art bible, I will have to compile some guides to achieve character and object interactions I can achieve in unreal. 

Side Scroller Game Project - Location Artboards

General / 23 September 2018

On Friday we had our presentations for our Location art boards. Below I have shared my final art boards for each location, if you read my previous blog you will see I decided to stick with my original choices. Although I did think about other maybe more adventurous ideas I decided to stick within the limitations of what was laid out below and make something unique from something that feels familiar.

Hampton Court Palace
Please note the images in the below art board are mainly from google image search and the main website and do not belong to me

 I chose this location initially for its interesting atmosphere with its high ceilings. I thought this would give an imposing feeling for the player if the character was made small and cameras were placed low to emphasize the size different and make for a unique mood.  Additionally the tall windows and natural candle lights would make for very interesting lighting opportunities to mimic in the Unreal Engine. This could be enhanced by light fog to diffuse the light throughout the scene.

For game play ideas I thought it would be fun to use the wood paneling throughout to hide hidden doors to unlock to move from place to place or as hiding spots. Tapestries along the walls and many statues could be used as hiding places or objects to interact with to move throughout the scene.
I had an idea for the player to control a servant in a palace who has to go about their daily tasks without being seen by the upper class and royalty. This would involve various puzzles, stealth and creative ways to move throughout the map to avoid being seen. As the levels progress how to go about the tasks would increase in difficulty and the player more likely to encounter pesky royalty to disturb your duties.

Overall I think this place can be very colorful and would lead itself open to various different styles. I could explore and could adapt this environment to a stealth game, point and click adventure or even a horror game provided I get the style and lighting right for whatever game play I decide to pursue.

Feedback from the class for this scene was more or less positive but some people expressed that it might be a lot of work to produce in the short span of time we have available to us. However I think that I could simplify the designs of wood panels, windows and walls to make them be used in a modular fashion. A lot of the details I believe could be achieved in texturing rather than modeling which I feel quite confident in despite limited experience with new software.  


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Abandoned Mansion
The below images are all from a personal family photo album of an old family home when it was in the process of being done up

The following art board was of an old family home belonging to my aunt and uncle. The state of this place in the countryside was essentially in ruin when they got it. I really love this collection of photos as it shows the state of decline this building was in, right down to stolen fireplaces, peeling wallpaper and walls that showed the wood boards below it.

Traditionally a location like this would lead itself to a horror setting and a haunted mansion. As this place was being repaired by builders I thought an interesting game play idea would be to have builders working in the mansion which was haunted. The builders would have to traverse through the building to complete tasks that were challenging because to parts of it falling apart and also pesky ghosts. Alternatively another spin on this would be that the player plays the ghost and must scare the builders away to stop them from repairing the building.

These were just initial ideas which I want to think on more. I do enjoy the fact that because the photos are old in themselves they lead to the idea of using a sepia toned palette or filter to aid in the mood of the scene. I think these references have a lot of potential for an environment and good practice in texturing and creating atmosphere. I could even compile the run down falling apart look with the above palace location to create an entirely unique environment.

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Highgate Cemetery
The majority of the photos in the below board are mine however the bottom right 4 are from google image search.

Highgate cemetery was my final location of choice. I knew that foliage and trees would be difficult to do within a mobile game unless extremely stylized and this was a critique I received from the class even though I was already aware of this. However I wanted to focus more on the buildings at this location. I feel a lot of the mausoleums and crypts could be easily used for a modular environment which was re-iterated by the teacher.

What really drew me to this environment was the opportunity to play with a very specific colour palette of greens and greys and with the very moody and stark contrasts between light and dark. If anything I see this location choice more as an addition to the other two boards.
What I would like to see done with this particular environment is have it as a small outside location before going within one of the other two above. If I wanted to focus on this environment more I would opt to have the environment set in a winter climate so the trees would be bare of leaves and would not be as strenuous to use in a mobile system.

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Over the feedback I received on these art boards was positive although I have a lot to think about on what direction I want to go in. Ideally I would like to do some sort of horror exploration game with some puzzles, focusing on atmosphere of the environment. I am likely to want to combine the palace aesthetic with the worn down mansion. My main concern at the moment is how to make game play fun and interactive within this environment which is what I'll spend the next few days thinking about and exploring.

The next step is to create proper mood boards to outline game design including colour palettes, lighting, inspiration, game play, puzzles etc. I will be researching this more and sharing my progress over the next week. 

Escape Studios Year 2 Sidescroller Game – Introduction

General / 17 September 2018

I have just started second year for a BA in Video Game Art with Escape Studios and within the first couple of days we've been thrown in the deep end already!

The Brief
We have 6 weeks to create a 3D side scrolling game environment using the unreal engine which could be used on a mobile or tablet. We are also to blog our progress so we can share our thoughts and ideas along the way!

Initially I was a bit clueless about what to do so I started looking into other games that I have played, enjoyed and ones that just generally have a really good aesthetic. Side scrollers that immediately come to mind are Ori and the Blind Forest, Burly Men at Sea, Night in the Woods and I am currently playing Whispering Willows

Since our deadline is around Halloween, I think it would be a cool idea to do something that would fit into the Halloween theme. Something along a haunted house idea, or to do with ghosts or zombies. Other games that come to mind are Dead light, Little Nightmares and Limbo. I could also do a more whimsical idea of a game about trick or treating like Costume Quest. After a bit of a sleep I'm now chock full of ideas! But before getting carried away...

Our first task, is to gather photographs of 3 different locations and present them as a mood board. If the locations are close to us that's an added bonus for reference use along the way during the project!

Location 1 - Hampton Court Palace
Happily, I live very close to a very cool location indeed. Hampton Court Palace! In particular this place springs to mind not just because of the over the top and rich architecture but also because the way it is currently laid out for guests is essentially a real life side scrolling game.  The long corridor on the second floor links all of the rooms together for guests to walk through. The Palace also has some amazing staircases for both royalty and for the servants which gave me the idea of making a game where the servant has to go about their tasks without being seen by wandering royalty. 

The below 2 photos are NOT mine and are from the official Hampton Court Palace website. I will be getting my own during this week. 


Location 2 - Rose Hill
The second location I thought of was my Aunt and Uncles old house in Devon. They bought this house in ruin over 20 years ago and spent a long time doing it up. They took a lot of before and after photos as the house was completely unlivable, but this wasn't just any house it was a mansion on top of a hill! I'm currently in possession of their old photo album complete with scaffolding photos and hope to scan in these photos soon. This would be perfect for a haunted ruined old house setting, or a ghost vs builders game.



Location 3 - Highgate Cemetery
Over the summer a few of us went on a photography excursion here in London. The setting is absolutely beautiful and although I realize a lot of foliage would not necessary be brilliant for a mobile game there was also the crypts and mausoleums I could take reference from. If anything the lighting would be something worth trying to capture in a game setting. The below photos are some that I took during our photography trip.