MAJOR PROJECT - TASK 1: PROPOSAL DEVELOPMENT

TAN YING YI / 0362425 / BACHELOR OF DESIGN (HONS) IN CREATIVE MEDIA
MAJOR PROJECT 1
TASK 1: PROPOSAL DEVELOPMENT



INSTRUCTIONS



PROJECT 1

INSTRUCTIONS

MIRO BOARD


PROGRESSION

Our group decided to design a 3D horror game, so we did some research on horror games. Each of us provides three ideation for our gameplay design in Miro Board.


Fig 1.1 Gameplay Research


Fig 1.2 Gameplay Ideation

After discussing, we get our storyline and basic gameplay mechanics.

A hospital—background noise of a heart monitor beeping.
You see a blurry figure—your younger brother. He seems to be shouting, but you can't hear his words clearly.
The only thing echoing in your mind is:
"I wish you were dead."
Then, everything fades into darkness. You have become a vengeful spirit consumed by rage.

Gameplay – Pranks & Clue Hunting

  • The goal of finding clues is to uncover your brother's weakness.
    • (If it's not a weakness, you won't be able to scare him—this is for players who like to experiment with everything.)
  • Once you find a weakness, you can start gathering materials to scare your brother.
    • While searching for materials, you will come across fragments of memories.
    • (Clues can be letters, writings on the back of old photos—beautiful memories shared together.)
    • (There are also misleading clues—fragments of harsh words left behind during arguments.)

Clue Mechanics

  • Clues can be combined to form a complete memory.
    • Example: A photo and a letter might come together to form a full recollection.
    • (This could appear as a short film, a faded scene, or require the player to piece it together through deduction.)

Two Endings

  1. Reconciliation Ending – If you find enough clues to unlock the full memory, the brother embraces you, and your soul dissipates into gentle light.
  2. Bad Ending – If you exploit all his weaknesses and scare him to death, your rage remains unquenched, and you are forever trapped in the house.
We cooperate to sketch the storyboard. 

Fig 1.3 Storyboard Sketches


We set Little Nightmare as a reference, planning to use it's color palette and rendering style.

Fig 1.4 Colour Palette

Fig 1.5 Rendering Style

We also found lots of references for our character and environment design.


Fig 1.6 Visual References

Then, all of us started to give ideas on character design and floorplan. 

Fig 1.7 Character Design Ideation


Fig 1.8 Floor Plan

Since there is lots of work but we have only four members, each of us will play multiple roles in this project.


Fig 1.9 Roles and Responsibilities


FINAL TASK 1 PRESENTATION SLIDES
G8- 99% Loading




FEEDBACK

Week 2: Can combine the ideas of storyline and game mode.

Week 3: Think about a more interesting game mode. Draw more sketches. Test the software like Unreal Engine and Unity.


REFLECTION

In this task, we made significant progress in shaping our horror game. We finalized the game type and developed a solid storyline. To better visualize the narrative flow, we created a storyboard, outlining key scenes and pacing to ensure an engaging and immersive experience. This process allowed us to map out critical moments of suspense and horror, making sure they align with gameplay mechanics. However, one of the challenges we encountered was balancing a structured story with enough player freedom to explore, rather than feeling constrained by a strictly linear narrative.

We also gathered a substantial number of visual references and established the rendering style and color palette. Our approach leans towards low-saturation, cool tones with high-contrast lighting to evoke a sense of dread and mystery. This step was crucial in maintaining a cohesive aesthetic throughout the game. By referencing concept art from similar horror titles, we aimed to develop an art style that is both distinctive and optimized for the game’s eerie atmosphere. However, a key concern remains—how can we maintain a visually striking style while ensuring the game performs efficiently, especially if we integrate 3D elements?

In addition, we began designing the characters, focusing on the sister and brother. Our goal is to create character designs that fit within the narrative. We want each character to have a unique presence that contributes to the overall mystery and tension. The challenge lies in striking the right balance—how can we craft a character that is visually distinct while still allowing players to project themselves onto the character?

Overall, this phase of development has helped solidify the foundation of our game. Moving forward, our next steps will involve refining character designs, further developing level structures, and beginning preliminary work on 3D modeling and animations. While we have successfully established the core elements, new challenges continue to emerge, requiring constant iteration and fine-tuning to ensure a compelling and immersive gameplay experience.


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